playMaker

Author Topic: Is Playmaker viable for VR? [SOLVED]  (Read 2602 times)

Rush_Maverick

  • Playmaker Newbie
  • *
  • Posts: 2
Is Playmaker viable for VR? [SOLVED]
« on: November 20, 2019, 05:10:14 AM »
Hey!
I am currently working on a VR game where I was planning on using Playmaker to streamline the creation of narrative events.
Is Playmaker viable for VR? Is it going to cause problems if I am planning on launching the game for the Quest and/or Playstation VR? Are there any obstacles or drawbacks I should be considering?
« Last Edit: November 25, 2019, 01:21:15 AM by jeanfabre »

Thore

  • Sr. Member
  • ****
  • Posts: 480
Re: Is Playmaker viable for VR?
« Reply #1 on: November 20, 2019, 09:12:17 AM »
Playmaker has little to do with the genre of the game. It’s a tool to help with scripting and to easily use state machine logic (which it turns out is very useful for games). The actions are mini-scripts in C#.

I can only answer this in general terms, as I don’t know if VR somehow has important differences to other games. I assume it uses the same Unity components as every other game made in Unity.

jeanfabre

  • Administrator
  • Hero Member
  • *****
  • Posts: 15500
  • Official Playmaker Support
Re: Is Playmaker viable for VR?
« Reply #2 on: November 21, 2019, 01:57:03 AM »
Hi,

 PlayMaker can work for VR, as thore said, it's agnostic to the final product itself, it's only a way to program and create interactivity without having to learn c#.

PlayMaker will work on Quest and all builds that Unity can produce basically.

Bye,

 JEan

fletcherkildren

  • Playmaker Newbie
  • *
  • Posts: 27
Re: Is Playmaker viable for VR?
« Reply #3 on: November 22, 2019, 07:56:41 AM »
I'm using it along with VRTK 3.3 and DumbGameDev's awesome actions!