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yaelmartin

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A member registered Jan 22, 2020 · View creator page →

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Great atmosphere, reminded me of VR exhibitions where instead of games you use the medium to think outside the box like lying down and measure breathing!

Really liked this one! Loved the freeplay too

Thank you! For sure the lasers distract from the experience, I'm used to Unity where when we disable a Canvas, it can't be interacted with. In Godot XR Tools, it still works despite being hidden. (I thought about putting a rigidbody in front of it, but that was enough hacks)

The main scene was built upon the rumble demo one from the template. Once I managed to trigger the body resizer on the left wrist, the "return to main menu" button probably still works too x)

I spent a lot of time discovering how UI works in Godot,  yet it is still very barebone in my project 

How did I missed that! Good catch

The Index Controllers work by default with native SteamVR HMDs, but some PCVR Vive headsets (Vive Cosmos, Vive Pro 2) requires a additional software running (Vive Console)

It comes with OpenXR layers, since Vive Pro 2 can do hand tracking (but no one uses it) and it seems it took priority

After disabling them no issues :)

Yes, this was the build for Saturday deadline x,D...

I had a collider I didn't manage to get rid of in time, the V1.1 build is a lot more polished, and has rumble!

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Thank you so much for sharing your first impressions! And you did nicer music than me with it :) It is so useful for me, as I didn't do playtests with friends/family

What controllers are you using? Pico

I modified the rumble script from the xr-tools-demo to allow very low magnitude rumble, and very short duration, which works perfectly with Index controllers. But maybe it's too low and get filtered out by other VR devices/API :/

I made a new build, with higher rumble magnitude and duration of 50ms instead of 1, hopefully it works with every type of controller this time!

Another VR instrument! Too bad I don't have a Quest, I hope others will see your post here ;)

I spent 3 hours trying the submissions, however on 4 of them, I didn't manage to get my controllers to track.

  • Casting Vibes VR
  • Feet is Jump!
  • Space Walk
  • Who's a good boy

    Feet is Jump! wanted me to install Vive Super Reality SR Runtime , but then when I disabled the Vive OpenXR API layers they worked fine!
    I'm using Vive Pro 2 and Index controllers, with SteamVR as the OpenXR framework.

    Who's a good boy? still didn't work however for me sadly
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Wait, Index finger tracking works in Godot OpenXR ? That's so cool!

However it seems the poses possible by the Index controller doesn't match the thumb up pose enough in order to spawn the menu :,)

I pretty much started today, my thing will be a tad less horrible xD

Same :/

It's amazing how good your project is day 1 and to see it improved everyday!

I love it!

Merci beaucoup ! :D