What are you using, Meta Scene API? MRUK? Or something else? In a previous jam (hackathon actually) I had been developing with MRUK which was great for developing and trying out different room meshes, but for the builds it just wouldn't trigger the Scene scan or use the on-device scene mesh. I never really got it figured out and had to ditch much of it and made a VR clicker game instead.
Beard or Die
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I played the first version in the other jam, was pleased to see it make an appearance here with additions. I had forgotten just how great the VO was. It's not the only thing that's excellent here, but that is a standout for sure. So, the only negatives are super nitpicky because the experience was wonderful and touching as is. I agree with Toreador about using hand models instead of controllers, and I would also recommend some kind of shine effect or intermittent glow or something for the interactables rather than the super thick outline. That's just to up the fidelity a bit, they're perfectly functional as is. I did have the ice cream cone and the theater tickets kind of zero-gravity leap into oblivion when I let them go, but that was the only bug I encountered. Maybe a height and boundary calibration would be good, too. I found myself having to walk into my real-world geometry to get to some items, which hurts more than walking into VR geometry. ;) Superbly well done.
So actually it was yours, not Math Ninja. It took literally days, but eventually MQDH allowed your apk to be installed. And... passthrough definitely didn't work. And the cat was in constant jerk mode. Video of the cat
The settings menu looks cool and has lots of customizability. But nothing beyond that actually did anything at all. :(
I'd love to try this later if the core gets fixed!
I use Hexabody as well and they provide a prefab canvas to allow the user to adjust some things like snap turning. I really need snap turning to not get sick. I played yours anyway and just tried to tap the thumbstick when I needed to turn. I think I got all the way to the end, but maybe it wasn't the end because nothing happened. There was a fire at the end of the corridor I thought was last... anyway I was pretty dizzy by that point so I had to quit.
You could certainly specify that standing play is required and have checks for that. I tend to get super sick when I do standing VR, especially with smooth turning and smooth locomotion. But I love VR, so I do what I can, and that means stationary seated play with snap turning. As long as I'm seated and the framerate is consistently high, smooth locomotion is fine. I think your game could be played seated though, without too much modification, just a setting for height calibration probably, and maybe allow a crouch with a button or pulling back on the right thumbstick like in Bonelab (and my entry).
I tried to install this using Meta Quest Developer Hub, and I think because the project name in the project settings is still the default, it isn't working. Here's the error I got:
Edit: actually that message might be from Math Ninja because that won't install either. But yours still won't install so far. I'll try again in a bit.
I played on Quest 3 in sitting position with a stationary boundary. The rotation of my gloves was wrong, and it didn't calibrate to my height. I only managed to get one gravity-defying uppercut. Maybe because I was seated, don't know. I only managed to hit my controller on my furniture really bad once. I think it would be worthwhile to allow snap and/or smooth rotation as well, because when playing stationary, you can't safely turn around at all. There's a lot to like in this! Nice looking crowd, too, lol.
Here's my me-GPT review: Strap in and get ready to blast off in this stellar VR shoot-'em-up! In a desolate landscape, you're armed with a laser cannon so powerful it could make a Death Star blush. With each wave of asteroids, the difficulty skyrockets, but fear not – your laser-fueled fury will pulverize those space rocks into cosmic crumbs. Surrounded by breathtaking spacescapes, you'll feel like the ultimate guardian of the galaxy, defending your land-sphere of a planet one zap at a time. It's a meteoric rise to heroism. Prepare for an out-of-this-world adventure that’s truly a blast!
Well, well, well, look what we have sphere! This pulled me in with its gravitational charm. Floating amidst a dreamy cloudscape, the three spheres were the center of attraction. They danced to the point of exertion around each other, swinging their partners round and round, and what goes around comes around, except when they fling off into the distance. This short, but attractive experience left me on cloud nine. But I won't force anyone to take my word for it, give it a spin yourself!
I really appreciate your detailed feedback, and especially that you've highlighted the audio- this is something I did spend a good amount of time on, and I'm super glad you appreciated that aspect of the project. I use an older, deprecated version of this asset "Impact CFX - Collision Effects System" for collision audio events, and spent a good amount of time getting it to feel right for the interactable elements (and the metal queue beams as you mentioned). I customized almost every sound I sourced, as well. Even the cheese got some customized impact sounds. I only regret not personally recording some of my own cheese-slaps :)
Glad I could teleport, because I could not for the life of me get the heart climbing to work. But since I could teleport, it kind of defeated the purpose of the support hearts except to heal, and it was hard to find two matching hearts, so I didn't feel like doing that very much. I had to hold grip AND trigger to hold the support hearts, which maybe is why I couldn't get them to turn into climbables? idk. First room is cool, with baked lighting and a literal wall of text. lol
Even though I really struggled to figure out how to swing her in a direction of MY choosing, it was really fun and now I'm sweaty so this will be the last game I play tonight. lol. I had a lot of fun. Well done, just maybe indicate HOW to swing in game better. The video seemed to show it better than I was doing it.
Thanks! Yes, I do quite like WD-40, so I had to give it a prominent position. The initial idea was to have some of the exhibit requiring repairs: squeaky squealy stuff that needed the magic of WD-40.. er,, WB-40. As for the 90 degrees-- I tested in every way imaginable with a Quest 2 (SteamVR, Quest Link, Air Link, Virtual Desktop) and didn't experience that, but it's a great reminder to have people test a super early build to catch weirdnesses like that. Maybe an offset position/rotation could be included in a Settings panel to account for stuff like that. Thanks for playing!
lol, I modeled that entire tunnel from scratch and fully intended to populate all five exhibits, but life (work schedule) took that away from us. I used uModeler, and started with a path I drew in Adobe Illustrator. I then used uModeler's "Follow" tool to turn the Illustrator face into a 3D shape. It didn't end up seamless, but pretty close. In hindsight, I should've learned Blender and just done it right. If you go far enough down the wrong way, the tunnel geometry doesn't activate properly, and you'll fall into a collision-free oblivion. If you go the right way, you can take your cheese to the first and only exhibit to get a taste for the vision for the rest of the exhibits. Thanks for playing! :)
Looks amazing. The volumetrics were really spectacular. I wonder if the bits of love wisdom were produced by an LLM. I think I will be wondering that kind of thing for the rest of my life, though. I am suspicious of everything. I definitely used an LLM to help me code up stuff for mine, and for some text on the signage I put in mine. So, obviously I'm not against it. Just a thought I'd share. I wonder if there are people that would be turned off by an experience if they knew or had a suspicion that the text was AI generated... It was an enjoyable experience. Wish, as another pointed out, that there was a sprint button. Great job.
hey thanks for showing your playthrough, it helped me identify some flaws in architecture and level design that I need to fix up. For instance, you took the blue tooth so early that it wasn't quite ready. When you did trigger taking the tooth, it advanced the states to be off by one, which is why he complained about you killing Kevin before Kevin was even on screen. And so on. Very helpful for me to see those things, I appreciate it
I do already have adjustments available at the start before you calibrate your height, and pressing the Menu button brings that menu back up. What I need to know is what type(s) of adjustments you need to be available there. I look forward to the video, maybe that will give me the info I need. Thanks again!
thanks! Very glad the jokes are landing.
Yeah I do plan to have the boss fight added later on. I've continued to work on it. For the movement, it's the Bonelab -type of physics controller (hexabody). It's the type that I prefer but I'm totally open to expanding the settings to increase customization especially regarding accessibility. Would increasing movement speed (not currently possible), ensuring movement stops immediately rather than having some inertia, and increasing smooth turn rate (already adjustable) be sufficient or are you thinking of something else to increase the snappiness?
Again, really appreciate the feedback. I'm using these VR jams as a way to build up the systems that I can reuse later. It's been working out pretty well.
Fascinating. I assumed Quest 3 would get full backwards compatibility with anything that launches correctly in Quest 2. Maybe I have to upgrade the Oculus Integration package. I think I'm going to have to bite the bullet and try to switch to OpenXR, but I'm just afraid that's going to break all kinds of things I don't know how to fix. Thanks for the report, and sorry you didn't get to play it. I have a video of the full gameplay, and you can activate the flat-screen emulator by pressing ENTER, and you can skip the Calibrate Height block by pressing /
All I know is it has Oculus bindings/integration and probably not OpenXR. I usually use Virtual Desktop as well, and that's never been an issue, but it definitely doesn't have anything Steam VR related. I played the build with Air Link as well as Quest Link (plugged in USB C) successfully. Hope you get to play it. Could you try Air Link?
Yeah, Trover and Rick and Morty were the goal influences. Glad you enjoyed it. :)
I didn't use SALSA, I actually worked out a custom barebones audio spectrum solution with the help of ChatGPT. https://chat.openai.com/share/afe1086f-9bb5-4386-b468-e3c24cf16ecf
Then I just used that float with a other float as a threshold to figure out what level is talking and what level isn't. For a skeleton character, it worked well enough. If I had slower talking lines, it wouldn't look right, though.
Same with the head tracking, just worked it out with a little GPT code assistance.
Thank you for the encouragement. I do hope to complete it with the planned boss battle, and better aggro beetles, at the least. Don't know if my voice could handle recording more lines, though. It was shot after a single 20 minute recording session!
FYI forgot to list one of the main assets I used, a no-longer-available "Deep Tunnel Set" that had an enormous amount of Z-fighting that I had to resolve. I resolved probably 900 of 1000 instances of z-fighting, give or take. :)
https://assetstore.unity.com/packages/3d/environments/deep-tunnel-set-196889
The audio played on my PC audio and not in my headset (Quest 2 via Quest Link). Every time I snap turn to the right, I glide queasily backward a bit. The "hold trigger" screen is set up strange, I get sick on that screen every time. I found a bunch of candy that I ate, and I found two enemy pumpkin dudes, but found no way to escape them. Mazes make me anxious. lol
Great creepy vibe. Very glad you made a certain decision regarding the scare(s) (no spoilers here). Nice accessibility options. I only found three tapes and mazes make me feel super claustrophobic so I had to stop there. Super nice voice acting on the tapes I did find, nice filters on it as well. Nothing like the cringey voice lines in mine. lol
:) Thanks very much. Yeah, getting the controls/configuration right out of the gate is important to me as I play seated and must use Snap Turn. I know people have their preferences/requirements before they can even start an experience. Very happy you enjoyed the dialogue-- I actually blew my voice out in my one-shot recording session-- couldn't speak the rest of the day!! lol Hopefully some day I can spend the time to get the boss fight sequence finished as I had originally envisioned it. I'd really like to. And get those aggro beetles behaving more sensibly, too. Thanks for noticing the attention to detail on the head tracking-- that and the volume-based jaw movement were pretty involved for sure. Thanks again, hope to join another common jam soon.