yes it is, I've been really busy since the last update with many things moving in my life, but I am working on it though
ypvr
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Hey TheBlueFire69,
You don't need the official oculus link cable but you will need a USB C cable of some sort(it can be USB A on one end and USB C on the other end, I use the previously recommended 1 from anker that is USB A on 1 side).
Unfortunately, it isn't as simple as flipping a switch to make it an apk, and to accommodate it would slow down development so I've decided to forego it for the time being. I hope that's understandable. But later on I will def make it into an apk that can be installed onto Quests more easily.
Gotcha, no worries no offense taken. I truly appreciate any kind of feedback and thank you so much for taking the time to contact me. Feedback is better than no feedback.
I see you now that mention you're already in my discord! Next time you can always reach out to me there if it's easier for you, ofc feel free to leave me feedback here if you like to as well.
Hey Scriptyure, thanks for pointing all of that out. Yes this is a sitting experience and glad that sitting down fixed your issue I do plan to support a standing mode for those inclined but just haven't made that a priority. And like you said I didn't explicitly state that anywhere, that's my bad. I have added a note to the description of the project to state that, hopefully no one else experiences what you experienced.
I am a designer by trade but I have ample amounts of C++ experience during my college days and am comfortable working with C++ code, that being said I am currently developing entirely in blueprints to get the concept up and running and plan to migrate things to C++ in the near future.
In regards to the shortcut issue, thank you so much for pointing that out. That was a huge mistake on my part! This was my first time using this kind of method to just get something into peoples' hands that I didn't realize that there was this kind of pitfall. I plan to push a build that has a proper OSS to connect people together but I was hoping to push this current build out for enthusiasts to play with while I continue to work on the build with a proper OSS. This is also why I didn't want to spend the time to figure out port forwarding stuff, because when I did some quick research I couldn't seem to find an easy and quick solution.
I am experienced, but still novice in many aspects and though I am fully aware this is a big and challenging project to pick up, I see it as a great opportunity to do something I love, make something I've always wanted to, as well as learn a lot along the way, and boy have I hahah. It's going to be a long journey but I am truly enjoying it and it's been a hugely rewarding one thus far so I have no regrets.
PS: It seems like you are very familiar with game development and or fairly experienced. If you feel interested in helping with feedback or contributing to the project and its development, feel free to join my discord. We have a group of fun and enthusiastic ppl who love just helping the project grow, I'm sure you would love it there. Also thank you so much for your feedback, it really means a lot to me that you took the time to try my project out and then even giving me feedback that things aren't working when you could have easily just ignored it. Thank you so much, I really really appreciate your help and straightforwardness!
Oh how interesting, the oculus platform is where it should be most stable. I'm not exactly sure what may be going on on your end and or why, but I suggest trying out the following:
- Hold the oculus button and have the headset reset it's orientation
- Reset your guardian system(you can do this in the configuration settings in the headset)
Another thing to point out is that the game is made intended for a sitting experience, so if you are standing up the head location might be off as I don't currently have a setting to adjust between sitting and standing modes. Hopefully these help solve your issue.
Hey srs pilot, after doing som improvements to hand tracked aiming I actually came to a design that is very similar to wat u suggested. I think once I add matching animations to the mech it'll almost exactly resemble ur idea. Great to know we think alike :D, also look forward to the update soon im sure ull like it
Hey TimeGlitch,
Thank you for your support and feedback! Actually I have experienced different games where they use the head to aim and for some reason they just felt weird to me and so I wanted to approach the problem differently.
I agree joystick is very inaccurate compared to mouse and even head aiming, but when looking at how people have no problems with using joystick to aim in console shooters I feel there is possibility for the mechanic even in a VR game. If I am able to design the game in such a way that isn't overly reliant on accurate aim then I predict using joystick to aim won't become a problem, in fact I want to believe it will enhance the experience.
I say this because it will allow the player to look around the cockpit without fear of affecting their current aim. Imagine you want to look at the zoom scope to spot far away enemies, or look at your radar which is below or your front screen, or maybe a map on your right screen. In either of these scenarios, all of a sudden your need to look elsewhere for critical information becomes a source of pain as it will direction affect your aim. But by removing this connection you are a pilot that has the freedom to look around your cockpit to access whatever you need without fear of ruining your aim.
And this freedom is exactly why I do not want to utilize head aiming. I agree that joystick aiming sux, but I am also confident I can make it not feel that way, and additionally I can use the freedom gained to make the act of looking around the cockpit a rewarding experience in and of itself.