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Ah! I managed to get it to work through the SteamVR bindings like you suggested. Great game, though it becomes too easy when you figure out you can create "trip wires" by throwing the TP sideways then throwing the other end the other direction. That said I managed to lock the game on one of the later waves with a large number of enemies when I ran out of TP and they clipped on the median.

Would you mind checking my game and see if there are binding issues for you? See the comment I posted. So sad that the only viable options for VR (Unreal and Unity) have such problems.

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Great it finally worked. Now running your game (On Odyssey+/WMR (probably working in SteamVR)) - controllers are working fine, hands are responding. Though I can not make gesture man is asking me to. Now I'll try your patch 

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Nope, patch didn't change anything. Also tried playing with controller bindings in SteamVR settings. Seems like the problem is not in bindings. - as hands seem to react correctly to Trigger and Grab buttons

Oh that's really lame. Not surprising though as the patch was bindings for Vive and Oculus specifically. I really don't know how to support WMR devices with SteamVR. Thanks for trying the patch and thanks for the suggestion to make a video!