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Best Practices

Configuring LBE Path boundaries and parameters is critical to both content deployment efficiency and player experience. The practices below are based on YOMOV's deployment of more than 20 free-roam VR titles and years of venue operations.

Act Path Units

  • Path Unit Size

    1. Freedom of Movement: Larger path units give players more freedom to move and better highlight the strengths of a free-roam VR experience.

    2. Venue Compatibility: Smaller path units adapt more easily to venues with different floor areas and shapes. Balance both considerations when defining unit dimensions. Based on mainstream venue sizes of 80-200 m² and typical column spacing of 7-9 m, keep the short side at no more than 7 m and the long side at no more than 10 m.

  • Split Oversized Levels Across Multiple Units: For an exceptionally large level, divide the level into multiple Act path units so it can be deployed across a wider range of venue layouts.

  • Quantity Guidelines: Avoid including three or more oversized levels in one experience. For each level that occupies a continuous space, use no more than two Act path units where possible.

    • Why: Acts are dynamically adapted to venue maps of different shapes and sizes. Too many oversized levels, especially when each level spans multiple units, can expose players to frequent unexpected rotation of the content space and abrupt position shifts, reducing the overall sense of continuity.
  • Continuity Guidelines: Keep adjacent Acts connected whenever possible. The Entrance Area of the next Act should connect to the Exit Area of the previous Act.

    1. One level is too large for a single Act: Overlap adjacent Act boundaries through their Entrance and Exit Areas. Example: Silk Road Fantasy - Hot-Air Balloon.

    2. One scene contains several non-contiguous spaces: Use multiple separated Acts to create a teleport-style transition. Example: Silk Road Fantasy - Falling into the Cave.

    • Keep unit transitions limited to rotation wherever possible. The adaptation algorithm minimizes rotation, while avoiding position offsets reduces unexpected position jumps.
  • Path Unit Parameters

    • CoreArea Boundary: The algorithm prioritizes keeping this area inside the venue boundary and away from obstacles. Include the player's primary route so the experience remains playable even if less important content extends beyond the boundary.

    • EntranceArea Boundary: Used to connect to the previous unit's Exit Area. Place it at the beginning of the experience segment, and avoid making it excessively large or small.

    • LeavingArea Boundary: Used to connect to the next unit's Entrance Area. Place it at the end of the experience segment.

  • Path Unit Transition Design

    1. Content Continuity: Keep levels that require an uninterrupted narrative or performance in the same path unit whenever possible, so unit repositioning or rotation does not interrupt the experience.

    2. Player Experience: Trigger path-unit transitions while players are not walking whenever possible. A stable player position lowers the risk of placing a player outside the intended content area during a transition.

    3. Transition Effects: A well-matched transition can make an Act change feel smooth and cinematic. Common techniques include opening or closing doors, visual effects, and fades to black or white.

Plot Content Units

  • Content Unit Boundaries

No.

Guideline

Description

Example

1

Follow the level boundary

Keep the content-unit boundary close to the visible level boundary. Players can then rely on environmental cues and are less likely to walk beyond the boundary into Void Space.

2

Slightly expand elevated boundaries

In elevated areas, players often lean forward to look down. If the content boundary is too tight, leaning over the edge may move the player outside the playable area and into Void Space.

3

Slightly expand narrow linear areas

In a narrow linear level, players may repeatedly trigger the boundary warning within its 0.3 m range, reducing immersion. Consider expanding the boundary or disabling the warning when appropriate.

  • Designing Multiple Content Units

No.

Scenario

Configuration

Example

1

The experience transitions to a vehicle sequence, and the available area becomes smaller after boarding.

Plot 1: Define the boundary for the full level.
Plot 2: Define the smaller vehicle-experience boundary.

2

A level contains multiple character performances that direct player attention.

Plot 1: Define the area for performance 1.
Plot 2: Define the area for performance 2.
Plot N: Define the area for each subsequent performance.

3

A level contains multiple enclosed sublevels, and players must not pass through a wall into the next area too early.

Plot 1: Define the boundary for enclosed sublevel 1.
Plot 2: Define the boundary for enclosed sublevel 2.
Plot N: Define each subsequent enclosed area.

  • Content Unit Switching Logic

    • Never Block the Experience: A missed trigger, such as a collision or gesture interaction, must not prevent the experience from continuing or increase the operational burden on venue staff.

      • Recommendation: When a collision or interaction triggers the switch, add a timeout fallback that forces the experience to continue to the next unit if the trigger is not activated within the configured time.
    • Keep Players Synchronized: Keep every player's timeline at approximately the same point. One player should not enter the next chapter while the rest remain in the previous chapter.

      • Recommendation: If a collision or interaction triggers the switch, hold any player who triggers the switch early, then transition all players together after the configured synchronization delay.

      • When using a time-based trigger such as a Timeline Signal, minor differences can still occur because of device performance. At the end of each Scene, the SDK automatically waits for players and realigns their progress.

Player Movement Guidance

Player navigation guides players toward an Act's Exit Area before the experience switches to the next Act. This helps the next Act connect smoothly and prevents players from entering Void Space and breaking immersion. Use either NPC performance guidance, interactive visual guidance, or both.

  1. NPC Performance Guidance Use when the experience is primarily driven by NPC performances.

    • NPC Positioning: Choreograph the NPC so players naturally follow it into the Act's Exit Area.

    • NPC Dialogue: Include prompts such as "Follow me" or "Stay close" so players instinctively keep up with the NPC.

  2. Interactive Visual Guidance Use when the experience has few NPC performances or the NPC's position is not closely related to the player's walking route.

    • Destination Area: When the guidance event is triggered, show a destination area on the floor so players know where to walk.

    • Linear Guidance: Show a path line on the floor that guides players toward the Exit Area.

  3. NPC Performance and Interactive Guidance This combined approach is suitable for experiences that include NPC performances.