I've been working on a few new control schemes for the Oculus Rift with the Razer Hydra, and have come up with this;Edit: v1.3 download link
Download here: https://mega.co.nz/#!hZBSGJiA!d2uV9yhTuPFh8XEPa-RqGhbpb3hPGLvgJN7QLmh7bsQEdit: A few people have asked me for the source code to this, so here it is;
You attach one Hydra wand to your chest and use the other Hydra joystick to walk forwards backwards. The camera is fully controlled by your head & body, so you literally have to turn around to walk the direction you want. I've tested this out on a few friends who got motion sickness in other demos, and they didn't feel any!
The chest Hydra also allows you to move around (e.g. duck down) and inspect the environment close up. I think this gives a really good feeling of immersion.
I've created this little exploration demo in UDK's Citadel level to show this off. I've hidden 10 golden orbs around the starting area, which you need to collect before you can proceed to the castle. Some of the Orbs are hard to find, and you'll need to reach up or in to grab them with your Hydra wand. A bit like an easter egg hunt!
Once you get to the castle, there's another 20 golden orbs to find. Collecting all of these will open the gate to pick up the JETPACK HANDS (like IronMan) and let you fly around the world.
WARNING: Be careful there's nothing breakable around you, my wife already knocked over a glass of wine last night!
Also, check the Readme.txt for a bunch of .ini settings you can tweak, if you're so inclined.v1.3 Changelist
-Added new prototype control method. Instead of using the stick to walk around, you can walk in place
-Updated with new tracking and calibration code from the Hydra Cover Shooter v0.3 demo
-Improved frame rate
-Simplified calibration procedure
-Fixed bug in calibration that reversed positions sometimes
-Fixed virtual Hydra wand and safety barriers jittering when you walk
-Reduced visible distance on safety barriers from 32 cm to 16 cm
-Fixed Hydra's losing position when you go below the base (e.g. when you duck)
-Added new calibration start up process, which is more robust
-Added HMD calibration to the start button of right Hydra. (hopefully this is only temporary, as UDK is still using v0.1 Oculus SDK)
-Changed from just offsetting camera position to moving the player position when you walk around. This means you can strafe IRL to avoid obstacles as you walk! Also fixes problems
-Added a safety barrier sphere, which will become visible when you get too far from the base. This tells you when you're about to run out of cable!
-Added a warning when you've turned too far, so you don't get tangled in the cables
-Fixed rotation of Hydra wand going wonky (gimble lock)
-Tweaked jetpack physics a tiny bit