> For the complete documentation index, see [llms.txt](https://ms-kb.msd.unimelb.edu.au/next-lab/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ms-kb.msd.unimelb.edu.au/next-lab/virtual-reality/guides/vr-development-overview/unreal-engine-overview/unreal-engine-primer/player-vr-and-non-vr.md).

# Player: VR and non-VR

This article extends on the basic primer by further explaining the concepts in the title and how to use some of the tools and best practices.

{% hint style="info" %}
You are reading an old article for Unreal Engine 4 - it should still work for Unreal Engine 5 though!
{% endhint %}

## Player

The player is represented by an avatar and camera configuration, this is usually categorised by the different perspectives.

There is a template file available provided by Unreal Engine that will get you started, this covers the most common available options, at the MSD, most experiences will be down as First Person or Virtual Reality.

### First Person

The player controls an avatar where the camera represents a view from that avatar's eyes, the most immersive option.

### Virtual Reality

VR is an extension of the FPS camera:

{% content-ref url="/pages/-LTVHycAndjz4PfE0E2D" %}
[Broken mention](broken://pages/-LTVHycAndjz4PfE0E2D)
{% endcontent-ref %}

### Third Person

A floating camera follows the player-controlled avatar, usually from behind.


---

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