Headshake in VR
For obvious reasons I can't shake the camera in VR or jerk the player backewards. But I want gun fire to have an impact and mean something. I've been thinking of "shaking objects" and particle effects.
Before I start, let me note that I'm not experienced in VR dev, and so caution you to take my thoughts with a grain of salt!
That said, one idea that occurs to me is to have all nearby geometry pulse sharply in- or out- wards when the player is hit. That might, perhaps, convey a sense of the character's perception of the world being momentarily disturbed by the associated impact.
Hey thanks for the response. I quickly mocked it out with walls and level static meshes.
Having the walls, floors and ceiling meshes jitter didn't make me sick but it was a bit weird. Didn't feel right.
Strategically doing some level meshes did have a bit of an impact but it's hard to noticed during the action.
Here's an example in a dummy scene that's easy to see. I was thinking of applying a physics impulse to static meshes and have them flying outwards... but that's a hit to my draw call budget. AGRGHGH VR.