From the course: Revit to Unreal for Architecture, Visualization, and VR

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Considerations for VR

Considerations for VR

From the course: Revit to Unreal for Architecture, Visualization, and VR

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Considerations for VR

- [Instructor] So packaging was complete and we dropped it in our main C folder under UnrealBuilds, just to take care of naming, linked issues. And here we find WindowsNoEditor. And go ahead and run this BuildProject.exe. Now this WindowsNoEditor file, that's a stand alone file that you can copy and paste and drop on any computer. And it'll give you the same desktop or VR mode. If you have a headset, I encourage you to check out the VR. And I got my hands. So the left thumb pad, that's how you teleport. Interact with right trigger. Looks like we can edit our dynamic materials, but it seems like our collision volume that we're using to track interaction for the lights, it looks like even the couch, it seems like they're interacting with my teleportation arch. So let's dive back into the editor and see what we can do to work around that. Now that we're back in the editor, we can see these collision volumes that we were running into the problem of, sort of accidentally interacting with…

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