Posted August 12, 2020 by PushyPixels
VR is still a very new medium, and yet even as a developer who knows how *detail oriented* game development is I find myself playing games and sometimes saying things like "How on earth did they miss this?! This is like VR 101 right here!"
Well, here I am, with the latest available build of my game with smooth turn... and the smooth turn isn't properly configured for roomscale.
How did I miss it? Well, at some point I stopped playing games with a wire and I honestly don't use the right stick much at all anymore, I just turn with my body. When I added smooth rotate, I did so mostly for my own use; sometimes it's easier to develop and test seated so I needed to be able to turn. In a seated configuration, this bug doesn't occur.
There's a silver lining to this little cloud though: as you may know, I said something about Snap Rotate being available tomorrow about two yesterdays ago, lol. It just seemed like it was off somehow when I was testing; I don't usually use snap rotate but I was trying it out in other games and it just felt waaaay better than my implementation. I *think* that was largely due to the roomscale bug with my smooth rotate; the problem was just more obvious/annoying in a snap configuration. But I couldn't put my finger on it.
Thank you to Strayce for reporting the issue with smooth rotate; I might not have figured the snap turn stuff out as quickly otherwise.
Wish me luck on the new build! <3