CAVE/motion floor

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What is Motion Floor?

The motion floor in the Cave is a moving floor with four air bags and Phidgets. By controlling the height of each corner, you can use motion floor to simulate movements on bouncing terrain.

How to connect the Motion Floor?

There are two valves on the pipes of the wall, first, open these two valves. Make sure there is no moist coming out from the pipe, and then hook the motion floor. After the use of motion floor, do not forget to disconnect the motion floor.

Use of Phidgets Panel

There is a phidgets panel on the computer. Use it to check if the motion floor works well or not. Before starting the game, make sure you close the Phidgets panel. If you run the unity game with phidgets panel open, the motion floor will not work. Because you use the Unity code to control the motion floor in the game, keep the value to zero in the panel.

How to connect the motion floor to Unity

First, make sure the "Phidget21.NET.dll" is in the Plugins folder of your project. The phidgets is written by JavaScript and the main function is written by c#. Make sure the JavaScript file is in the Standard Assets folder of your project. The c# file can be anywhere you want.

Javascript file

You can control each corner of the motion floor. The voltage is a float value from 0.0F to 10.0F.
motionFloor.outputs[2]: the left corner of the front edge
motionFloor.outputs[3]: the right corner of the front edge
motionFloor.outputs[0]: the left corner of the back edge
motionFloor.outputs[1]: the right corner of the back edge

C# file

Give both the JavaScript file and the C# file to an empty game object in the scene as components. In C# file, create a game Object for JavaScript script and then you can call the function from JavaScript file by using this game Object.

Designing for the Motion Floor

Syncing motion floor movement and on-screen visuals is a surprisingly strong effect. Simply moving the motion floor while the player is moving can make movement feel more physical and more intense. Taking things to the next level, syncing the motion floor movement exactly with what's happening on screen can create an actual motion simulator effect. For example:


Tilting the player back will change the force of gravity, such that it pushes them back into their chair, simulating the feeling of moving forward. If you combine this with tilting the in-game camera such that it matches their rotation, it can create the illusion of being accelerated, even while standing still. You may need to obscure the player's vision, since seeing the edges of the screens might give them a reference point to reorient themselves, but try putting a helmet or hat on them and see what happens.

Integration Packages

Motion Floor in CAVE Example Project The example scene is an earthquake simulation.