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Downloads

  • TwoForksVR-0.0.12.zip

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Content

Changelog:

  • Add setting for snap turning. Configuration for the snap rotation angle will come in a future update;
  • Add setting for "teleport" locomotion. Similar to  games like VR Chat: aim an arc with a controller, the camera stays put,  while the player body moves towards the target. Unfortunately, Henry doesn't have a head, sorry;
  • Add setting for showing the player body. Looks ugly and there's no IK, you'll clip through the body if you move your head down;
  • Add setting for keeping the camera static during big animations.  Some of the animations move the camera around a lot, so if you enable  this you'll just see a headless Henry doing those broken animations from  the initial point. This can be unstable since the game relies on  animations to move the player around a lot;
  • Move to interaction targets instantly to prevent a bug where the player would some times slide away from the interaction target;

Files

Previews only

Two Forks VR - Comfort options, featuring headless Henry (Firewatch VR)

https://www.patreon.com/raivr

Comments

Rick

Fantastic to see the progress you've made in just the past couple of weeks!

Cameron

You are doing gods work. Keep it up!

GrodenVR

"Move to interaction targets instantly" is a good one. That was probably the worst bug for me. Only other issue I recall with 0.0.11 was sometimes my player height would increase by about 20 cm after certain interactions and I had to periodically decrease my height using the offset in OVR Advanced Settings to compensate.

Raicuparta

There is a recenter input that you could probably use instead of relying on the offset, by default it's by pressing both triggers at the same time. In 0.0.12 I'm also now automatically recentering after those animations, maybe it fixes your problem? I've never actually noticed it myself, but when developing something like this it's easy to start ignoring large issues, because I'm just so used to everything being broken.