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teacherclown

11
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4
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A member registered Jan 09, 2022

Recent community posts

Other than your headset's native tracking, alignment is 100% based on the anchors. There is a bug in which the anchor points are not the center of the controller ring, so direction matters. Try re-anchoring both devices, placing the controller rings in exactly the same spot with their triggers pointing the same direction.

Awesome! I look forward to seeing is implementation. Need suggestions on those features (happy you help), or just time to code them (I'm useless)?

I would love to see a tower defense game that places a visible path through my house (with the ability to either use the Custom Home Creator loadout or randomly generate house objects within cubes) and I have to set little tower models in the environment to attack critters on the path. The path could be of a specified length, and winding back and forth if there's not much floor space. The towers could include an arrow type that increases range if placed on top of a cube, a troop deployment type that has to be placed on the floor, and an air defense type that attaches to walls or the sides of cubes. To increase player interaction, dead critters could toss currency that the player has to pick up. Currency is used to purchase new towers or upgrade existing towers to increase speed, damage, or number of troops/attacks.

How can I add rooms to an existing layout? Or do I have to start a whole new layout and create the entire multi-room layout in one wall-setting session? 

VR doors that always use passthrough so you can see if they're open IRL would be very helpful. With VR doors separating rooms, apps could compartmentalize playspaces and move the player from one room to the next as levels progress. For example, Vortex could spawn enemies in one room for an entire level, then the "warp bubble" direct the player to another room where enemies are already waiting... Lightspeed could always spawn boarding parties in unoccupied rooms and set off alarms to let players know where they need to go to. Maybe that's adding too much complication to the mini-games, but I would like to create a single highly detailed map of my entire home and use different sets of rooms at different times... as it is, I would have to map each subset as a different location (thank you for giving us 4 slots to easily switch between), but the details would be different.

Also on the topic of anchoring... if I reset the Guardian (I'm experimenting with an oversized Roomscale Guardian vs turning Guardian off) with either a long-press of the Oculus button or by going into the Guardian Settings, the layout goes out of alignment by the same vector as the Guardian when anchored to the new Guardian. 

If the device goes to sleep (say, I take it off to answer the door then come back a few minutes later) not only is the layout skewed by angle but often lifts up a couple of feet, giving me the same perspective in VR as my 4-year-old in RL. This will definitely happen if the guardian is Stationary when it goes to sleep but opens at roomscale guardian when it wakes.

One possible solution is to return to alignment (with transparent walls and AR on) after any interruption of the app or guardian.

My kitchen has a u-shaped counter arrangement, which I set up as 3 separate cubes with a little bit of overlap. When playing Tiny Golf, the scenery that appears in the cubes have a slightly smaller footprint than the cubes themselves, so their bottoms don't overlap. Instead, there's a small gap that the golf ball often goes into, and it's nearly impossible to get out. There have been a few other instances of the ball not deflecting off cube-defined scenery and disappearing entirely. Either case, all I can do is eject the game and start over.

I do have better luck using two corners of the counters, although they're only about 3 feet apart, less than the instructions given - I figured putting them in corners where they're always in exactly the same place (and further apart) would help. The alignment bars and the big red-then-green loading pixel extending away from the controller (rather than straight up) hinted that direction matters... and indeed it does matter. Using the counter corners, I set the anchors with the controller triggers pointing at me.... then when I loaded, the triggers were pointed away from me and the entire layout was about 1 foot off (away from me). When loading using anchors in the corners by the front door, I adjusted the angle of the layout by pressing the right stick then rotating that one controller. I think I have better luck at the counter because I'm placing and holding them in a natural position, while the points at the front door are too far apart so I take them off my wrists and set them down separately. 


Bottom line, it seems like the green pixel is the anchor point rather than the center of the ring.

I believe that the anchors should be set to the center of the ring so that it doesn't matter what direction the controllers are placed, CHM will recognize the same points. My anchors are two corners by my front door, about 5 feet apart. If I don't place them in the same direction when loading as when they were set then the entire virtual house is skewed. When setting the anchors, there's a crosshair on the ground (which cannot be rotated - I wish it could be, especially when placing walls and cubes) and a pair of lines showing the direction of both controllers (white for the controller itself and gray for its pair). I can align these virtual lines so that they're both parallel to their common wall, but the same markings are not present when loading the layout so I can't load with the same accuracy... I usually have to load 3 or 4 times, pressing the right stick and turning the controllers this way or that, until it aligns properly.

This happened to me last night. The Quest 2 has been recently factory reset, running CHM 4.2 (released a couple days ago).

There's two suggestions here. One is to give access of the layout to shared accounts on the same headset, and the other is to allow the visiting headset to save the layout while in it.

Very, very neat app. There are still a few minor bugs (such as instructions from wall/cube editor still on hand after launching a game; mech from one game persists into another game, etc) but the developer is active and the app's potential is obvious.

The biggest issue with mapping is squaring off walls and cubes. It would be helpful if there were an option to snap walls to 90 degrees and to snap cubes parallel with walls.

I have two headsets, my primary headset (where I already mapped my house with my primary account) has a secondary account for playing multiplayer games. When I switch to the secondary account, the map is inaccessible. Is it possible to export a map for use on the secondary account and/or the secondary headset?