Can you record a video of it? How about when you physically turn in real world? Trying to figure out if it's up to stick or to rotation generally... I have a Quest 3S and haven't noticed anything like that.
The video capture records at 30 fps and that doesn't seem to capture the right stick stutter. There is no stutter when physically turning my head or turning in place, just when turning with the right stick. (BTW, is there a way to increase the turn speed? I couldn't find it.)
However, it's like the stutter seen in this video when climbing a ladder, but in a horizontal direction, and not as severe as this. I bought the demo project and tried setting it to 72 fps (the Quest's default rate), but that had no effect.
That's actually good as right stick rotation has nothing to do with VR (rendering part at least):
This part in Locomotion_Regular event sheet rotates based on right controller stick, so you can try playing with it (remove time delta, change speed, ...) as there are several ways to rotate an object in GDevelop
Increasing those two numbers to 180 (from 90) and 360 (from 45) speeds up the rotation and masks the stutter. I've experimented with changing those numbers and I don't quite understand how they interact, sometimes with no effect past a certain point. Anyway, the increased speed is the speed of turning in the Team Beef Doom VR mod, which is okay for me (and others, apparently, since I've never seen complaints about it on their reddit or discord forums). The stutter is still there in GDevelop if I really look for it, though, so maybe it's something inherent in GDevelop's rendering.
Happy you pointed me to that event sheet since I was also easily able to implement sprinting with the left trigger. We'll see where this takes me.
Do exported games work on gd.games in VR? Have you tried it?
I cannot add support for WebXR to Firefox if they do not support it. caniuse.com says FF doesn't support it: https://caniuse.com/?search=webxr
This is what Google AI results say about it (take it with a grain of salt):
Desktop Firefox does not natively support the WebXR Device API. While you can manually force the experimental dom.vr.webxr.enabled flag to true via about:config, to actually run immersive VR/AR experiences, you must either integrate a WebXR Polyfill or install the WebXR API Emulator add-on.
Some feedback when I tried this one out. First my rig info. R7 9800x3d RX9070 XT Oculus Rift S 1. When you put something on your head slot when crouching it detects that as an obstacle and won't let you stand up anymore. 2. There is weird stuttering happening like it shows the previous and next image on top of eachother. 3. It takes the initial controller orientation where they are at the moment you open up the game, in my case if I have them on the table and start the game and pick them up they are upside down and pointing to an arbitary direction 4. Quite often when you put an item on your shoulder or head slot the items seem to disappear or set them at incorrect position like behind the head instead of shoulder. Otherwise you've done a fantastic work <3
Thank you for your feedback! Let's address each of your points separately:
Legit bug, I'll add it to my Trello board
Can you record a video of that? Really interested to see what's going on.
I'll have to try this with my headset as (up until now) I would already be holding them when I start the game.
That's what hang pose is for. Similarly to hold pose, you can set hang pose (X/Y/Z offset and rotation) for each object in their VrGrabbable behavior properties (advanced section). But anyway you need to put your hand in the body zone (sphere) in order to grab the object from it - wherever the object is rendered.
A little hint: You can also switch to the "toolshed" scene (if you bought the demo project) and import your object into it (add VrGrabbable to it and add the model to the group where all grabbables are). When you pick up an object, your left stick movement will no more control your in-game movement and will turn to hold pose adjustments (should be able to use it for hang pose too). Your left thumbstick adjusts X/Y offset and X/Y buttons adjust Z offset. Holding trigger switches to adjusting rotation along the same axes (thumbstick -> X/Y rotation; X/Y buttons -> Z rotation). An in-your-face 3D HUD text will show current numbers. Copy them to your object in the editor to have your initial hold/hang pose set.
I will buy the demo once I have some extra money. Looking forward for the shed ;) I'll make the video of the stuttering too at some point and send it to you in Discord.
Crouching bug and controller orientation have been fixed with the latest update. I also tinkered a bit around rendering so let me know if you still experince that stutter you mentioned under number 2
← Return to extension
Comments
Log in with itch.io to leave a comment.
How do I use this for my Gorilla Tag horror fan-game? And how do I put it in on my Quest 2?
The display stutters when I turn with the right stick on Quest 3.
Can you record a video of it? How about when you physically turn in real world? Trying to figure out if it's up to stick or to rotation generally... I have a Quest 3S and haven't noticed anything like that.
The video capture records at 30 fps and that doesn't seem to capture the right stick stutter. There is no stutter when physically turning my head or turning in place, just when turning with the right stick. (BTW, is there a way to increase the turn speed? I couldn't find it.)
However, it's like the stutter seen in this video when climbing a ladder, but in a horizontal direction, and not as severe as this. I bought the demo project and tried setting it to 72 fps (the Quest's default rate), but that had no effect.
https://drive.google.com/file/d/1hMY7BbfS_dgTqzTEzVLT1aUdCPSfIL5b/view?usp=shari...
That's actually good as right stick rotation has nothing to do with VR (rendering part at least):
This part in Locomotion_Regular event sheet rotates based on right controller stick, so you can try playing with it (remove time delta, change speed, ...) as there are several ways to rotate an object in GDevelop
Increasing those two numbers to 180 (from 90) and 360 (from 45) speeds up the rotation and masks the stutter. I've experimented with changing those numbers and I don't quite understand how they interact, sometimes with no effect past a certain point. Anyway, the increased speed is the speed of turning in the Team Beef Doom VR mod, which is okay for me (and others, apparently, since I've never seen complaints about it on their reddit or discord forums). The stutter is still there in GDevelop if I really look for it, though, so maybe it's something inherent in GDevelop's rendering.
Happy you pointed me to that event sheet since I was also easily able to implement sprinting with the left trigger. We'll see where this takes me.
Do exported games work on gd.games in VR? Have you tried it?
Yup, I just tried it and it works: https://gd.games/avramovic/vr-demo
It doesn't work with the Chrome's Immersive Web Emulator extension because it's being loaded in another frame, but it works from the headset!
Btw, By any chance could you make this to work in Firefox as well as that's the main browser I and most of my friends use.
I cannot add support for WebXR to Firefox if they do not support it. caniuse.com says FF doesn't support it: https://caniuse.com/?search=webxr
This is what Google AI results say about it (take it with a grain of salt):
Some feedback when I tried this one out.
First my rig info.
R7 9800x3d
RX9070 XT
Oculus Rift S
1. When you put something on your head slot when crouching it detects that as an obstacle and won't let you stand up anymore.
2. There is weird stuttering happening like it shows the previous and next image on top of eachother.
3. It takes the initial controller orientation where they are at the moment you open up the game, in my case if I have them on the table and start the game and pick them up they are upside down and pointing to an arbitary direction
4. Quite often when you put an item on your shoulder or head slot the items seem to disappear or set them at incorrect position like behind the head instead of shoulder.
Otherwise you've done a fantastic work <3
Thank you for your feedback! Let's address each of your points separately:
A little hint: You can also switch to the "toolshed" scene (if you bought the demo project) and import your object into it (add VrGrabbable to it and add the model to the group where all grabbables are). When you pick up an object, your left stick movement will no more control your in-game movement and will turn to hold pose adjustments (should be able to use it for hang pose too). Your left thumbstick adjusts X/Y offset and X/Y buttons adjust Z offset. Holding trigger switches to adjusting rotation along the same axes (thumbstick -> X/Y rotation; X/Y buttons -> Z rotation). An in-your-face 3D HUD text will show current numbers. Copy them to your object in the editor to have your initial hold/hang pose set.
I will buy the demo once I have some extra money.
Looking forward for the shed ;)
I'll make the video of the stuttering too at some point and send it to you in Discord.
Yoink, bought it now <3
Crouching bug and controller orientation have been fixed with the latest update. I also tinkered a bit around rendering so let me know if you still experince that stutter you mentioned under number 2
One issue is that the climbing makes your hand violently shake and it just gives me a headache.
Yeah, it's a bit glitchy, I'll see what I can do about it. Thanks for reporting
Your welcome