Apparently I am the only one on the VR forums... Yay...

Unity giving me issues in VR now all of a sudden doesn't help, but I will keep all of those frustrations to myself. 😉

All I want to do now is specialize in VR. If anyone knows anything about Godot VR, I would love to understand snap zones so I could make a simple inventory for my player character- one with a simple drag and drop system. Climbing would also be a plus. I can't figure all this stuff out on my own as the information on how to do it is not there.

Please help?
Thnx.

    Nerdzmasterz Apparently I am the only one on the VR forums... Yay...

    As far as I'm concerned VR is still pretty raw and has a lot of childhood diseases. I have plans to support it… more in 3D than VR specifically… but in the very, very distant future. 🔭 One of the main problems for me is that a lot of VR helmets are tied to different services — this is unacceptable categorically. Need to be able to connect the helmet to the PC and get stereo visuals without additional rituals, like the now forgotten NVIDIA 3D Stereo.

      Tomcat Makes sense. I hope things get fixed in the near-future, at least. I wonder if there is a way to connect the hand controllers to the same signals on a keyboard, like WASD would be controlled instead by joysticks? IDK how that would work, though, or how to set it for keyboards that are not QWERTY.

      Here's what I'm gathering about VR right now with Godot. I've been using OpenXR and XR tools, and overall it is actually fun. Even if you don't understand how to code for VR, the pre-made codes will let you do a lot. Of course, provided you can find anything on them. I can move and pick up and drop objects- I could build a small puzzle game ATM. It's not a bad start, although it makes me want to learn more.

        Tomcat Looks cool, although Oculus Quest 2 does everything I need atm without further support. It tracks my head and handles just fine- there's even an option to control the VR hands with your physical hands, although I've never tried it- save maybe once during a test run some while ago. I don't remember the outcome of it.

        Now I don't know, exactly, but if those are intended for PC, it might not work for a mobile device. If it would work, I'm not against it, but I don't exactly want to break anything. My last attempts with Unity that actually worked made the game crash five minutes into it.

          Nerdzmasterz although Oculus Quest 2 does everything I need atm without further support.

          It may not be bad technically, however:

          and a new requirement for users to log in with a Facebook account to use the headset and Oculus services.

            Tomcat Yeah, although now it's Meta you have to log into... It's not the best thing. I mainly grabbed it for its price tag, as some are very expensive, and because I tried VR before grabbing a headset and fell in love with the immersion.

            Now, I like the idea of connecting the headset to the PC for visual effects. The downside to that is that you trade off freedom of movement by adding a wire to the PC. It would, however, allow you to play games that have higher graphics. A pulley system might be a work around, if one wants to rig such a thing, of course.

            Furthermore, Oculus Quest would not be my choice for a PC game with graphics like Fallout 4. Lucky for me, I'm not much into expensive, high quality assets while building my first VR games, so it still works for me as a beginner. It's sort of like the first weapon you get in just about any RPG game- not that great, but it can still do the job in a pinch. Just don't go to the final level with it, if you get my meaning.

              Nerdzmasterz Yeah, although now it's Meta you have to log into...

              It's not allowed in Russia. We have a lot of things banned… I'm surprised I show up here…

                Tomcat That must be frustrating. Still, it probably wouldn't be the best device for you, as you want to build VR PC games -unless you were getting an Oculus Rift instead. Something more along the lines of SteamVR would work, perhaps. Didn't Godot use something involving Steam to actually set up the engine, or whatever? One thing I notice is that the game will play on your PC screen as one looks around in the Godot game world, similar to how Green Hell VR does. I believe GHVR is Steam.

                  Tomcat

                  Should that line be broken, and if I am not mistaken, you can always use on of many proxy servers around the the world for browsing. Search "list of free proxy servers". Changes often.

                    Nerdzmasterz Something more along the lines of SteamVR would work, perhaps. Didn't Godot use something involving Steam to actually set up the engine, or whatever?

                    I don't want to mess with Steam. I don't want players to be dependent on it. I value too much the breath of freedom I've had for so short a time in my life and I'm not going to make players get tied down to a totalitarian cult.

                    Pixophir Should that line be broken, and if I am not mistaken, you can always use on of many proxy servers around the the world for browsing.

                    In Russia they have been using Tor for a long time. It has been tried to be blocked, but so far it hasn't worked out very well.

                    Search "list of free proxy servers".

                    Often sites with such lists are blocked. There's a serious approach to blocking issues here.

                      Tomcat Will you be adding support for FreeTrack or TrackIR?

                      The company that makes TrackIR is pretty bad.
                      I was planning on adding TrackIR support (back maybe 15 years ago) to my student game engine (for my students, not me as a student). The legal requirements made me give up, having to sign NDAs and then write wrapper code to hide all of their SDK because even the header file contained proprietary secrets. WTF? All it needed to be was a binary dll and header that exposed a couple of functions. Which is what it basically was, but they were paranoid.

                      They also forced Eagle Dynamics to remove support for competing head tracking products like Freetrack from the DCS flightsim series under threat of being blacklisted by the drivers.

                      They are so paranoid about third party software that their camera won't turn on unless the software sends it a copyrighted haiku and a registered trademark, so they can sue people for supporting the hardware unofficially.

                      They even went around demanding forums censor mentions of Freetrack (which some like Ubisoft did).

                      There's a LOT more: (false patent claims, sock puppet accounts to bash competitors, editing Freetrack's wikipedia page, etc)
                      http://naturalpointofview.blogspot.com/p/trackir-anticompetition.html

                      I have no idea if they changed their ways and became developer friendly.
                      Ok, rant over.

                        Kojack The company that makes TrackIR is pretty bad.

                        Yep, it's a very problematic company

                        Kojack They also forced Eagle Dynamics to remove support for competing head tracking products like Freetrack from the DCS flightsim series under threat of being blacklisted by the drivers.

                        The articles about TrackIR on the English-language wiki and the Russian-language wiki are very different. Translation from the Russian wiki:

                        In late 2008, TrackIR software switched to an encrypted communication protocol; the first game to support it was Digital Combat Simulator: Black Shark. Eagle Dynamics later compromised between the public and NaturalPoint, adding support for the old unencrypted protocol, but only on three axes. By 2014, the protocol had been decrypted.

                        The English version does not mention it at all.

                        Kojack I was planning on adding TrackIR support (back maybe 15 years ago)

                        Perhaps the situation has changed slightly in 15 years. Just don't know in which direction.

                        Tomcat I fully respect your stance against using Steam. Yeah, I was more referring to a VR headset with a wire- like SteamVR.

                        It would be nice if there was a universal one that just works. I doubt it would be easy to make one, however. How much goes under the hood of a headset? The lenses on the Oculus Quest 2, at least, magnify so much, that they can burn in the sunlight- and I'm certain there are other crazy aspects we don't even think about. Most likely, internet connection is a must due to the use of a gyroscope, and then whatever screen(s) you need to give an image. I say screen(s) as double screens could offer a 3D image fit for theaters. It would be pretty stellar, IMO.

                          On a more positive note: Tilt Five has no social media accounts, no store, no login of any kind. Just install a small driver and you've got an AR headset running.
                          Very cool device.

                            Nerdzmasterz It would be nice if there was a universal one that just works.

                            I have not really followed this issue, as for me it is the distant future. But if I had to deal with it now, I would carefully consider the options:

                            Kojack On a more positive note: Tilt Five has no social media accounts, no store, no login of any kind.

                            Highly interesting, but very low resolution.

                            Dual HD 1280x720 LCOS pico-projectors

                              cybereality That's pretty hi res for AR. Most of the older glasses were like SD resolution.

                              And this is another problem and a childhood disease of technology. 😞

                              • StarVR One - 1830 * 1464 per-eye
                              • Pimax 8K X BE - 3840 * 2160 per-eye

                              Yep, pretty low res. But the experience is pretty unique. No screens to look at/through.