Which version of UE did you use? I was seeing the same problem on my game with UE 4.27. I had to restart the game 5x in a row once just to get input. Only ever saw the problem with packaged builds.
calibrated-horizons
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Congrats on the 3rd place rank! Well deserved! I'm really excited to see where you take this next.
When I was playing, I kept trying to destroy the buildings by jumping on them. I really wanted some kind of ground pound. Have you considered an Iron Man style flight system? Could be very satisfying to fly above the buildings, then thrust rapidly down into them (ground pound).
Nice and faithful adaptation of Rampage to VR. Really liked how you add "weight" to the buildings by having a delay between when you grab and when you throw. Great throw physics!
You should try my submission if you haven't, you would probably like it. I had a similar theme to yours, though not so close to Rampage.
Thanks for the comment. We actually only had about 8 hours on it. We spent the first 2 days fighting with the Quest only to discover the destructible meshes won't ever run on it. The stuff we did get working is way more sensitive than planned (we didn't really want the whole city to go boom so fast). I'm thinking of turning it into a real game but I'm not sure if there's enough of a game with this idea. It's a good point about having an option to switch which hand is movement.
Thank you for the compliment! I'm hoping to spend more time expanding on the gestures and giving more purpose to the elements. I feel spatial audio is of huge importance in VR. I wanted to emphasize it further by having the audio represent the elements you can "harmonize with" (air, fire, and life in addition to the water you start by).
VR is definitely going through a transition period in both Unity and Unreal. In the case of Unity, the OpenVR / SteamVR plugin is what I used and provides the red gloves. It has been deprecated in favor of another system, however that system does not yet support the Vive or the Index. Unfortunately the OpenVR plugin I used was not intuitive and I made errors in the build that necessitated the hotfix I released. I do not believe my game works with WMR, however I don't yet have a WMR device to test with.
I discovered this morning that Valve has released a Beta for the plugin. Hopefully it is not too long until it is in a more usable state.