SamuKata
sgthale
sgthale

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Beginning v0.9 VR implementation

Seems like the last Beta was released properly. Now we wait for people to start the early versions of their mods and get comfortable with the tools.

I've started the VR implementation. I had to upgrade to a newer Unity version. However, controls will now be properly supported WITHOUT STEAMVR. I know SteamVR was causing some huge pains. All of this is thanks to OpenXR which is only available in unity 2020.1.

Here is some progress for today's devpost:

This is me moving around the IK rig that will be possessed by a player's headset and 2 VR hand controllers. It's a fully physics-driven ragdoll (Like Boneworks). However, I still need to figure out how to reduce motion sickness. If your camera is controlled by a ragdoll, it will induce major motion sickness because the camera will "bump" into every tiny physics nook and crevice the feet might encounter, causing stutters. This is not ok so I think I will make it a hybrid combination of physics.

Here is a funny jump test:

More coming soon!

Stay tuned.

Beginning v0.9 VR implementation

Comments

Looks awesome, I do hope you try to balance motion sickness reduction and immersion in terms of priority in a way that caters to all(possibly leaning more towards Boneworks and less towards HL:A?). Looking great so far tho!

Stolz


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