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Feedback Fade to black on wall collision with head

Discussion in 'VR' started by cursedtoast, Oct 2, 2021.

  1. cursedtoast

    cursedtoast

    Joined:
    Apr 27, 2018
    Posts:
    62
    Hi,
    I've been thinking all day about how to implement a fade to black when the player steps out of bounds into a wall.

    Ideally, I would like there to be an indicator for where they can step to get back in bounds. However, with a fade canvas/mesh involved, I'm not really sure how any indicator would be visible, at least with how I currently have things implemented.

    So my theory for implementation is this:
    • The player steps out of bounds
    • A screen fade to black transition happens
    • A camera layer culling swap happens that shows an outline of the room and the indicator, normally on a layer invisible by the main camera.
    • The normally visible layers are set invisible until the player steps back into bounds
    I'm worried that this is overcomplicating things, however. I was hoping someone out there could provide feedback and maybe improve upon the suggestion on how to actually go about implementing it. Unfortunately, I'm not a shader guy, otherwise I feel like that would probably be an efficient way to do it.

    There could also be other obvious solutions to this implementation that I'm over looking, so I would greatly appreciate feedback and ideas. The concept is widely implemented in VR games, but I haven't really seen a whole lot on the actual implementation.

    Thank you!