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I'll check various settings (starting with disabling MSAA). I think that recently I was experimenting with it as there were some glitches and I could have run into a similar bug so it might be fixed already. The suggestion with the question is good but I'd prefer to fix the underlying bug or disable specific options at all to simply avoid the problem. Especially if we're talking about Quest that has certain specifics.

The jittering is a weird one. The game gets the room-scale position of the headset and transforms it against "VR anchor" in the world. VR anchors change only when on a lift. Literally, they're changed only then, so the jittering should not come from this. It should not come from the tracking of the headset itself too, as when a headset has issues with tracking it's not jittering, it shifts every second or so, so it would appear differently. Would it be possible to record the video? It would certainly help, as then I could get some details that could unveil the cause.

As for voice acting, I will be changing the whole opening and most likely dropping that scene altogether. The reason is that I won't be able (time-wise) to implement all the scenes to keep them consistent throughout the game.

I'll be looking into the physics engine. The problem might be when you put your hand through the wall but I should add a special case for such situations. And I just got an idea to specifically fix the problems with that machine. Both when it comes to physics and gameplay (so it is more clear what to do with it).