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Documentation : CHM User Guide

Custom Home Mapper (Oculus Quest)
A downloadable AR/VR App Collection

NEW: Tutorial for new mapping setup:


Table of Contents:

(1) SETUP

- Before you start mapping (tracking profiles and camera passthrough)

- Creating Boundary Walls

- Creating Boundary Cubes

- Setting up an Anchor

(2) THE CONSOLE

- Settings Menu

- Multiplayer Menu

(3) ENVIRONMENT TOOLS 

- Custom Home Creation (docs coming soon)

- Places (docs coming soon)

(4) GAMES

- Lunar Ball (docs coming soon)

- Castle Defender (docs coming soon)

- Lightspeed Smuggler (docs coming soon)

- Tiny Golf (docs coming soon)

- Vortex (docs coming soon)

- I am Highly Explosive (docs coming soon)

- Turf War Fighter (docs coming soon)




(1) Setting up your playspace

- Before you Start

Custom home mapper is designed to let you take advantage of all the trackable area in your home. Before we start mapping, it is best to do two steps:

Set the floor height while the guardian is enabled (settings/guardian/set floor) . this option is not available when guardian is off

Test your space for tracking issues.  Mirrors, blank walls, and very bright/dark lighting can create trouble areas where tracking may fail. It is best to identify these areas BEFORE you start mapping, and either fix the problem (cover a mirror, etc) or avoid mapping near this particular area.  To start a test, simply load up a default oculus home environment, and then disable the guardian (settings/developer/guardian). Moving slowly and looking through the nose gap, walk around the area you intend to map out and watch for large shifts and jumps where the headset view suddenly shifts you to another location. If you experience a tracking shift, try to identify where the tracking failure is happening, and see if you can recreate the error. If you stay away from that spot, does tracking remain solid? Is there a reflection or large window that could be covered? 

(Outdated in Firmware v29) Experiment with this 'passthrough' hackhttps://curiousvr.itch.io/custom-home-arcade/devlog/241989/how-to-enable-passthr... . The current setup process has been revised so that the wireframe outlines of the walls and barrier cubes should be easily visible in this passthrough-mixed mode. Only for firmware v28 or earlier, sadly.

By troubleshooting these issues and cleaning up the problem areas, you will avoid bigger frustrations during the mapping setup.

Now we are ready to map!

-  Barrier Walls

Launch the program. After the intro,  you will be instructed to mark out the walls of your playspace by clicking in each of the corners and completing a perimeter. For a new user, it is recommended to start with a single room. You can remove walls and add on new sections once you have a working setup and are familiar with the tools.

Another cause of tracking failure, and a common one encountered during setup, is when the quest is too close to a wall and all the cameras cant see any other room objects. In corners of rooms, this can be an even bigger issue. So, when we make walls, it is better to reach out with your arm to mark the spot, and generally allow an extra inch or two of extra space (rather than perfectly matching the real wall position).

If you are struggling with this step, try lifting the headset to rest on your forehead, and using the sound/controller vibration as your guide. You should be able to complete these setup steps without even looking into the headset, once you know how the the tools work. 

When the last wall is connected to the first one you created and the perimeter is complete, you will move to the next step

- Barrier Cubes

Similar to walls, we want to create large cubes that cover up objects in our area like couches, desks or tables. Using as few cubes as possible, and aiming for a "rough outline" (we will place actual tables and couches at a later step.) Create barriers cubes that are an inch larger than the real object position and size. Be sure to create cubes over every unsafe area in your playspace. 

With walls and cubes set up, it is now safe to move around in your playspace without needing to worry about "real world" visibility or the nose gap anymore.

- Anchors

The final setup step is to create an anchor that we use to align your playspace every time we load. The controllers are placed on the ground, ring facing down, in two precise positions that you choose. Assuming you place them in the exact same location every time, your walls and objects will always be aligned exactly how you set them in setup. You can then load into the program/your virtual home by simply launching custom home mapper, placing the controllers down and waiting for the program to start. 


(2) The console

The console is your way of accessing all the different tools and mini games available in custom home mapper, as well as a way to edit your setup and establish multiplayer connections (so people can visit you in your new home!)

To load an experience, grab the cartridge and drag it to the empty loading slot. To exit an experience, hit the red eject button that appears on the console under the loaded cartridge .

- Setup Menu

The left icon (gears) will open the setup menu.

Here you can:

Remove/create new barrier walls

Remove/create new barrier cubes

Set a different anchor position

Set floor height

Load into a new profile (3 slots for different setups)

Reset the console

Reset/clear your current profile.

- Multiplayer Menu

The right icon (wifi) will open the networking menu.

Here you can:

View player count

Host a room (other can join you in your home)

If other hosts are available, you can also:

Join random hosts (switch to artificial locomotion, and load into the host apartment layout)

Join host by room#

Multiplayer also supports co-location/shared space (aka, two quests in the same apartment) to setup shared space, simply have one user create an apartment and become a host, and then the other player will join this host, press right thumbstick down and then place the controllers down in the same anchor position that the host has chosen during setup. The two playspaces will be aligned, and the guest user will switch back to natural locomotion only (no more thumbstick movement)  


(3) The Environment tools

(docs coming soon)

- Custom home creator

- Places

(4) The Games

(docs coming soon)

Download Custom Home Mapper (Oculus Quest)
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