(Needs Maintainer) Nexus VR Character Model [Open Source]

I’ve addressed this, and I don’t think addressing this again will solve anything, but here I go.

The score of Nexus VR Character Model is this:

Nexus VR Character Model is not the only VR system you will ever need, and again, there is no reason this has to be part of Nexus VR Character Model. All you really need is the hands of a character (or any parts like VR Hands games do) and the inputs of whatever you use to grab. That can easily be a separate project that someone else can develop and release. For developer integration, it wouldn’t be a simple setting toggle because you need some way to determine if an unanchored object is intended to be picked up or not, which may be one of the reasons there is no open-source project that does this.

This can be Frankensteined, but I can’t ship an implementation like that as a major release. If I start implementing a project like this, the demands won’t stop until the system is complete. Making a good release candidate that 90% covers most cases most likely would be over a month for me to develop, then another month or more to get to 99% (“chasing the nines”) after an initial release. This already happened with Nexus VR Character Model, where it took a month to re-write for V.2 to cover 90% of cases I can think, and another month to make V.2.1 work to cover 99% or so of cases.


As in when you move your head to the side, your body moves with it? That has been a feature since the initial release. Not sure you mean something else since there aren’t any other standard inputs with heads.

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Hi, I encountered a strange issue while using Nexus VR V2:

When any of the RB2018 tools are fired, for some reason it causes the camera to snap. I demonstrated the problem in the gif below.

demo gif
As you can see, when the superball is fired, the camera snaps. It seems to snap to the same direction every time.

I’m not sure what’s causing it. I’ve done testing with the other RB2018 weapons, and I can confirm it happens with the superball, slingshot, rocket launcher and curiously even the sword and flag.

I originally suspected the BufferModule of causing it, but as it happens with the sword and flag I’m now stuck.

Any ideas?

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I rely on Roblox’s default backpack for tools, so this may be a Roblox-related problem rather than something I can address. You might be able to work around this by using custom physics properties on the handles and setting the density to a value near 0, or maybe setting Massless on the handles.

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Found out what the issue was! Turns out that playing animations causes this to happen.

I fixed it by disabling any animation playing code and it works now.

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i already have a thousand ideas of VR games. but for real, thanks for making this, this is really useful. And its useful for people like me who have no idea how to code for VR :sweat_smile:

I tried this model in a game, the first person mode is awesome, I could even jump in my generic vehicle and drive it! So cool.

Anyone else have problems with the 3rd person mode camera? 3rd person didn’t seem to work right with the SmoothLocomotion , it was like the camera was moving opposite of my character.

Thanks for making this VR Character Model.

Is anyone else using this model? Does 3rd person mode work for you?

One issue is I cant close the menu around my wrist with the Quest 1

Hi, how would I go about making the arms smaller and physical? (For interaction) Thanks

This may be user error, Roblox/Oculus problems with rotation, or an actual problem that I am not aware of. I can’t get access to any version of the Oculus Quest, so more information will be required for me to do anything.

This isn’t really a Nexus VR Character Model question. I can see why it is being posted here, but it is more of a generic question for Roblox’s characters because Nexus VR Character Model uses the default Roblox character. For scaling, you will want to look at Roblox’s built-in character scaling, and I don’t have any suggestions for arm collisions. Consider posting in #help-and-feedback:scripting-support about “how to make arms collidable”.

Are you aware of any issues with the camera using the 3rd person SmoothLocomotion mode. The camera seems to move opposite to the direction you move your character.

That is a design flaw of the camera. It currently picks a fixed point and rotates the camera 180 degrees around that point. I don’t intend to change the behavior to correct this unless someone has a reasonable solution that won’t cause motion sickness and makes no assumptions on position changes of the character.

Okay thanks, well its hard to play a game when your character that you’re controlling is running off into the distance. I guess if I use Nexus I’ll have to limit it to first person mode. I was hoping there would be a follow mode.

This has probably been stated in this thread before, but I don’t quite feel like manually searching through 106 messages just for a chance at finding the answer.

How do I get the position of the player’s hands?
The reason I ask is because I want to have the regular player model be invisible client-side, since some packages (more specifically the default, blocky one that I use) can obstruct your view a good bit, and I’d like to have custom hands be visible just to your client that are much more compact and customizable, allowing for a cleaner view. These custom hands could also double as the source for interactivity collisions.

So the point is, how would I get the hand’s position?

Nexus VR Character Model isn’t really intended to be a third-person system for long-term use. It was either meant to get a quick look at your character or to do a quick video of you in VR. VR these days is either intended to be a first-person view of a character or a third-person viewer of a large world (i.e. “VR hands” type games).

This has been touched on before but not quite asked. I am assuming for your use cases:

  1. It can be done on the client (server is more complicated)
  2. You need it relative to world-space, not to the camera (Camera is a tiny bit more math, but nothing huge)

If that is the case, the solution is to do what you would do for a normal character:

local Character = game:GetService("Players").LocalPlayer.Character
local LeftHandCFrame = Character:FindFirstChild("LeftHand").CFrame
local RightHandCFrame = Character:FindFirstChild("RightHand").CFrame

With this, you can actually test outside of VR since it should just work on normal R15 characters.

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Oh, that’s actually way simple than I thought. I guess this works since Nexus automatically poses your character, didn’t think about that, thanks!

I have a issue about this, I cannot use the chat keyboard for some reason, does anyone also have a problem about chat keyboards?

Is it possible to do vr without vr?

???
Why? Nexus VR Character Model attempts to solve the problem of playing in first-person in VR because of the problems of Roblox’s default camera and character. The only problems that really can be solved outside of VR are things like tilting your head, which requires a completely different solution.

I just wanted to say there are exploit scripts that allow you to play without VR.
But the problem is that there are no ordinary scripts that allow you to actually move your arms and head in Roblox Studio