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That's another person where the A button doesn't work on Oculus.
Is it running in SteamVR? SteamVR BREAKS Oculus Input.
Make sure SteamVR isn't open to load it in Oculus.
If this carries on I'll have to make a SteamVR and Oculus version separately.
The spinning problem is something I need to sort out, it's detecting Input from ALL your gamepads, disconnect them as a temporary fix while I sort that out.
There is also a Height problem for SteamVR, since it automatically runs in Roomscale, which breaks my current setup, I'm going to update it today in a few minutes.
Yeah I've been trying to solve an issue with Walk-O-Motion where framerate affects speed, that includes the head tracking, therefore the jump speed.
This is now fixed but a lot of Walk-O-Motion was redone.
Right now I'm working on this Mario project, and I'd love to do more Sonic, with much more reliable mechanics but I need to start spending more time on my own projects, and time is something I don't have much of.
The tilting problem is sort of native to Sonic mechanics, mine are not too good, I could definitely do much better now anyways.
I'm unlikely to update this right now, I don't have a Vive, and Oculus is set up a bit awkward in SteamVR so my tests are completely pointless.
Once I get a Vive and a bit of time, I'm going through these older projects and getting them fixed up.
Switch Vive mode on in the menu then you touch 'Down' on the Right hand Touchpad.
You have to set your height right, press reset while standing first, and when pressing Down you have to do a bit of a hop to jump.
You can move around in the menu, run around, jump, so you can test it there and then.
There is a lot more involved than you think.
Body tracking is done between the Hands and Head, Direction is controlled relative to the hand.
The reason you didn't hear much about me 2 years ago when I started this locomotion system is because not having Hand Tracking made the whole thing incredibly weak.
Hand tracking is Necessary... I do not use head direction for movement, I Never did, not even before I had hand tracking.
To understand more, see my latest videos on VR Physics:
There is no point me going backwards to build a system that literally only one person will play.
That's how I made the Mario Bros. demo, I had to because I didn't have hand controllers, but I was severely limited and I even had complaints about not being able to use hand controllers.
I can't work on a massivley inferior product now that I can finally do what everyone else has been able to for 2 years!
Yeah, I left it truly aggressive.
The problem is that the AI doesn't fear for it's own life, it just randomly attacks and blocks.
When I rebuild this as I do with all my projects, the game will focus on accurate attacks (which it does in this version) and AI that actually thinks! :)
The current mode was intended as a gladiator arena, where you are the one attacked, everybody else is attacking.
There will be more modes in future including multiplayer (deathmatch and co-op)
Might need ReVive for it, but it doesn't use hand controllers, just a normal gamepad (I never had hand controllers then)
So you won't have any controls problems, you can just set them in the setup window (before the game opens, in Inputs)
Buddy... I'm pretty sure I've told you this on another page, stop posting a bunch of different comments related to the same thing.
Use the EDIT or REPLY button!!!!
I'm going to leave this comment and delete the previous one to keep it neat.
REPLY to this comment if you need to ask a question that Relates to this subject...
Do not post a completely separate comment if you're replying to this comment chain, it's really annoying!
Sorry if it sounds harsh, but seriously, it's really really annoying.
On to the issue, movement with this system relies on a very different motion to what anyone is used to.
You have to bounce like you would naturally when walking, doing it in place is a bit weird, but once you get used to it, it becomes really easy.
To jump on a Vive controller, first you have to make sure the Vive Mode in the In Game Settings Menu is switched ON.
If it isn't I don't know what the button will be, I can't test it because I don't have a Vive.
With Vive Mode on, you Touch the Down Direction on the Right Hand Touchpad,
Then you hop nice and speedy, no need to go really high, no need to even lift off the ground if you can tip toe quickly.
I don't have a Vive so I can't test or guarantee anything.
The Vive-Mode changes jump to the *Direction* Down on the Right touchpad.
Make Sure you have the Height setting correct and reset when standing naturally straight, otherwise jumping will fail!
I lowered the limit but that naturally scales down the crouch distance,
If you still have trouble, set a height that's higher and then just press reset with the headset at his standing height.
The game doesn't calculate crouching from the height of the headset, the pivot point is always where you reset, that's why you have to stand straight, otherwise it just moves the floor relative to your reset.
You didn't really need the update for it, although it would still mean that he's sort of hovering above the ground that's all.
I'm updating now,
The limit was actually 0.5 meters, I've turned it all the way down to 10cm.
Personally I wouldn't let a 3 year old anywhere near a VR headset, especially not one of the literal most intense motion systems currently available... but Each to his own (notice the order in which we Brits say that phrase!)
Update also adds Vive fixes and snap turning.
Hmm... try the menu buttons?
You can check the config files in SteamVR and modify what the Oculus A button maps to on Vive.
I haven't got a Vive so I can't figure it out.
Also, this is what I've been saying about a complete LACK OF BUTTONS being a massive frickin problem :P
Well I've just uploaded the SteamVR+Oculus version
But I don't have the rights to allow you to commercialise this, this is a Fan Game of Sonic The Hedgehog,
SEGA will not allow you to include this in a VR arcade.
I will be creating more experiences, with an intent to put my Walk-O-Motion system in a fully fledged VR shooter, which of course I would consider a deal with you guys when that happens.
That would require a complete rebuild to work well...
Which of course is what I intend to do anyway, this gameplay is not good enough in my opinion.
Also, if you're the real commentatron, how do you like my Drone Battle Skills in the Danger Zone?
It's just a one scene demo right now.
What you see on the videos is all there is, I have a lot of things to get done and no time at all so I can't update things as quickly as I want to be able to.
Yeah the ResetVR was a problem since I've been using a DK2 to develop this (that's why no hand tracking in the first place)
The Oculus driver does store your actual height so I can get it from the driver now instead. In my next demo you won't have to press the reset button since the game will already know your height (as long as you set up your Oculus correctly)
I'll still allow the extra button just in case the setup is wrong.
Remember to stand naturally straight so the game knows your natural height, not a tiptoe or slouch! I'm using this for crouch/stand animation blending now so it's important the height is accurate, you don't want to look like you're crouching all the time!
I replied to the comment on YouTube.
Try out my suggestion to try and get it working on Touch, I don't have Touch so I can't really try it myself right now.
Also, I mentioned in the comment that you can't use the Oculus Home reset. There's a button in the game's inputs that's called "ResetVR" or "VRReset" (one of them, my normal naming convention for it is either), you gotta press that button in-game.
Please let me know if you get Touch buttons working, I'll add the info to the page. :D
Sorry about that, a bit of a shame.
I'll try updating the game to the newest Unity, it has native support for SteamVR so it'll work in Vive.
Right now I'm working on a Sonic VR exactly like this, so as soon as I'm done with that I'll have a look at this again, hopefully you'll have 2 of these to play instead of just one!