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Unreal Engine 4 Virtual Reality Projects

You're reading from   Unreal Engine 4 Virtual Reality Projects Build immersive, real-world VR applications using UE4, C++, and Unreal Blueprints

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781789132878
Length 632 pages
Edition 1st Edition
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Authors (2):
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Robert Ruud Robert Ruud
Author Profile Icon Robert Ruud
Robert Ruud
Kevin Mack Kevin Mack
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Kevin Mack
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Table of Contents (20) Chapters Close

Title Page
About Packt
Contributors
Preface
1. Thinking in VR 2. Setting Up Your Development Environment FREE CHAPTER 3. Hello World - Your First VR Project 4. Getting Around the Virtual World 5. Interacting with the Virtual World - Part I 6. Interacting with the Virtual World - Part II 7. Creating User Interfaces in VR 8. Building the World and Optimizing for VR 9. Displaying Media in VR 10. Creating a Multiplayer Experience in VR 11. Taking VR Further - Extending Unreal Engine 12. Where to Go from Here 1. Useful Mind Hacks 2. Research and Further Reading 3. Other Books You May Enjoy Index

Just the facts


When you realize something is going wrong in your software, write down what you see happening. Not what you think you see happening—just what you see. It's far too easy in debugging to jump to a conclusion about why something is happening and then dive into trying to solve that problem before you've really ascertained what problem you actually have. Take a step back and just look at what you can concretely observe.

 

Think like this: That torch is appearing in the wrong position when it spawns, as opposed to The spawning routine is putting things in the wrong place. You don't know that yet. You just know that one torch isn't where you expected it to be. Do an experiment. Spawn a different object. Does it appear in the right place? OK, then maybe there's a weird offset in your model. Another object is also out of position? OK, then, yes, it might be the routine that's spawning it. Or it might be some collision in your level that's keeping things from spawning where you want them and is shoving them to the closest available spot. Try moving the spawn point and see whether that changes things.

See what we're doing here? We're applying a basic scientific method to the problem we're solving. What do we see? What can we think of that might be causing that? How could we test it to see whether we're right? What new information did our test just give us? Do we know enough to work on a solution now?

It's very very easy to jump to a conclusion and burn a lot of time debugging the wrong problem. Taking the time to take a step back will help to keep you from doing this and keep you from a lot of frustrated stabbing in the dark. You'll solve problems this way.

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