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Playspace mover vr4/13/2024 ![]() It's annoying that its hard to reproduce and seems only to happen the first time or after room setup, because its the first time someone is playing the game and will assume its broken all the time. These do not happen when playing from Unity editor, only in the build version. Headset and controller tracking all works, it just seems the headset zero position is at the floor level. Reported with Valve Index, using SteamVR standing setting - headset spawns at the VR floor. Issue 3: Height calibration ignored, headset at floor level Also seems to go away if the game or steamvr is restarted. This does not happen if room-scale is setup. If the game is on Steam you can sometimes force it to use SteamVR rather than Oculus using launch options. Use the right analogue stick to smoothly move between standing and. Much like it's predecessor, Bonelab is another gold standard for how to do sitting in VR. If SteamVR room setup is set to a standing play area (no guardian setup) then the game will position the player in the lower-left corner of the play space and assumes that is the center. In some games you can use the Oculus recenter command and it will change the position of the gameworld relative to your playspace, depending on where youre standing when you recenter. Half-Life 2: VR Mod has native sitting support in the options and plays perfectly with it enabled. ![]() Issue 2: Seated / standing play mode positions player in the corner of VRrig play area It will go away if the game is restarted. This happens on the first play-through if the room setup was done, or the headset was asleep during launch. The play space floor is well above where it should be, around 1 room hight of where expected. Issue 1: Playspace is high above the floor I’ll be back home tomorrow evening to try any of your suggestions.Recently converted my game to OpenXR, I and many of my players are reporting strange issues with play space positioning in SteamVR. If there is an important setting that’s needed when using Space Calibrator and OVR Adv-space mover, I would love to know what I’m doing wrong. 10:07am Originally posted by Flubberz: isnt there a built in play space mover in steam vr. I can use VR FBT as normal, and everything looks good, but no matter how I setup the Index bindings, I can no longer move my playspace. isnt there a built in play space mover in steam vr 2. Just go to the Play Space tab and look at the 3 checkboxes at the bottom. I didnt say exploiting a playspace, I mean you cant exploit VR, a playspace mover is only considered exploiting when its used to annoy people, though, if you were to do something about altering the game like removing models, etc. Then I realized that it’s already built-in to Advanced VR Settings, which I think most people already have. ![]() I start by calibrating the two spaces using the quest & index Controller, exit steamvr and virtual Desktop and then re-open VD using hand tracking (with hand tracking disabled in VD) and then re-launch steamVR by using the index knuckles by menu button. I tried Playspace Mover but kept getting command line errors and it couldn’t hook into Input Emulator no matter what I configured. Index headset: has DisplayPort cable disconnected, power and USB still connected (to use it’s Controller radios)ģx HTC 3.0 trackers and their radio dongle. stage tracking has made no change so far Right now I’m attempting it with the following equipment/settings: Note I am able to use OVR advanced settings to move my FBT’d playspace when I am using just SteamVR/Index tracking, 100% of the time, every time. I thought it just wasn’t possible until I was informed within VRChat that many users are able to set it up. Playspace Mover A MelonLoader mod that replicate the SteamVRs Playspace for Oculus Quest. When I use OpenVR space calibrator, I can calibrate the two different tracking methods, without issue, but I can no longer move or rotate my playspace. I’ve been trying to figure out how to utilize my Quest 2’s wireless capability with my index/HTC FBT setup for even better mobility in VRChat.
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