Captured player in arcade game
Posted: Sat Mar 17, 2018 4:04 am
Hi all,
we want to use the OptiTrack system to capture a player in our VR arcade game. The idea is that the player can teleport between different levels/areas in our Unreal game to make most out of the space we are tracking. Example: The player walks from point A to point B and at point B he get's teleported to another level. Now he can walk back from B to A but sees a complete different level in Unreal. I assume the OptiTrack SW will give us the same coordinates back and once the player passed the teleport in Unreal I have to add an offset to OptiTrack's coordinates to place the player to another position (level) in Unreal. Am I correct?
Second question: Now we are adding more players to the same tracking field and they can all be in different levels in Unreal. Because we don't want players crash into each other we would have to add a player halo of each player in each level. Is that possible and I guess it's all done in Unreal SW and not with OptiTrack SW?
Thanks for your help.
we want to use the OptiTrack system to capture a player in our VR arcade game. The idea is that the player can teleport between different levels/areas in our Unreal game to make most out of the space we are tracking. Example: The player walks from point A to point B and at point B he get's teleported to another level. Now he can walk back from B to A but sees a complete different level in Unreal. I assume the OptiTrack SW will give us the same coordinates back and once the player passed the teleport in Unreal I have to add an offset to OptiTrack's coordinates to place the player to another position (level) in Unreal. Am I correct?
Second question: Now we are adding more players to the same tracking field and they can all be in different levels in Unreal. Because we don't want players crash into each other we would have to add a player halo of each player in each level. Is that possible and I guess it's all done in Unreal SW and not with OptiTrack SW?
Thanks for your help.