Heya, went ahead and cloned the repo and tried to get everything working on my Rift S, with mixed results.
First off, awesome job for joining the VR Crew! The Touhou VR scene only expands thanks to the efforts of heroes such as you folk!
Gameplay wise, I like the idea of a VR-sandbox where Reimu destroys everything with her orb in the style of HRtP, it absolutely plays to the strengths of VR! The destructible environment is fun to play around with and the props in the VR scene look true to form.
Below is some feedback on your next go at VR(both the Unity project and the game)
- Try and implement snap turning for accessibility
- Keep your teleport pointer visible even when you’re not pointing at a valid teleport spot (so the player knows the button is working)
- Give your SteamVR Input names more accurate names, change the defaults ASAP. They’re used by players to rebind keys to their preferred VR device (so you don’t bind “SnapTurnRight” to “SummonOrb”)
- Hitting the radio to swap music is a cool interaction, but not so cool when collisions can happen several times in a few seconds thanks to all the debris
- Highly recommended you use SteamVR’s pre-made hands rather than a controller model. More immersion and is a very cool system to play with
- When summoning the orb, do also reset the orb’s velocity, so it doesn’t bounce away when you try to summon it. Maybe you didn’t notice since you could hold the summon button down on the Vive wand touchpad?