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(1 edit) (+1)

This is my first VR game too! 


Your solution is a thinking-out-of-box solution! But 70cm seems too far away (It did work fine for me, but what will happen if somebody with shorter arms try it?) . RigidBodies will kill perfomance if you hit fast enough.

But checking the average speed of the collision in some frames or ms seems appropiate to me, in this case you need to assure the game runs smoothly at 120fps all the time to get the most fiable avg speed.

Maybe the webXR export is faulty in some way? some other webxr games of this jam didn't recognice my controllers, I will be glad if you try my game in the webXR version to check how it works, I tried to optimize it a lot.

I had a little perfomance issues on the pcvr version, mostly of them at the start loading the shaders and materials. Specs: Rx 5700 CPU ryzen 5500, also I did a lot of little jabs at the start to check the fire

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I have the frame delta included in the calculation so even if framerate varies I think it should be fine, maybe some edge cases are unhandled.

I thought about the short-armed problem (or long-armed, could be awkward to see the flames produce too early in the movement). I wanted to include a distance-slider, and maybe measure it by asking to stretch your arm and press trigger. But yeah I want to rework the punch recognition method as a whole.

When I try your game in WebXR I get a pop-up “sorry your browser doesn’t support immersive VR”. Latest chrome on Windows.

Thanks for the specs, yeah loading shaders is an issue I think I used the Forward renderer for the PC export so they aren’t precompiled (IIRC it’s basically impossible for Vulkan-based renderers). Might be possible to compile as a loading step however, I think I saw something about it in Godot XR Tools gotta double check.

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Mmmm delta should help, but think of it as a pooling rate, at better fps, better data to work with

The Slider / Ask for calibration is a nice one, many games do that to calibrate arms length automatically

Oh my bad, try webXR with your headset, at least in quest 2 game is working fine.

Yeah Godot XR Tools have a common shader loader, in which you put all your materials and shaders, then put the commonn shader facing the camera (all the things you want to preload need to be in the frustrum of the camera and it need to be visible), is not like a precompile but like a work-around to load all things before starting the real game. I used that, so the game doesn't lag so much when doing the things the first time

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Instead of tracking the position of objects in game you could use the velocity as reported by the xr runtime, via get_pose(). This will be closer to using the raw accelerometer data from the controllers.

oooh I didn’t know about that! Thanks.