I’m nervous too. For the past 2 years, I’ve been trying to get a new maintainer for the project. No individual has volunteers and the companies on Roblox won’t return my emails. I am basically forced to treat the project is dead in order to force someone to come along.
I’ll gladly review a pull request from someone who can fix… whatever is going on (“bricked games” is not descriptive to the problem; it may be a Roblox problem).
Just my luck… It is a Roblox issue and not an issue with the Nexus VR Core. It just so happens that the VR Core crashes alongside it due to Roblox being incompatible with Meta Quest 2 through SteamVR. It results in just this:
Before the OpenXR update, the only issue I experienced is the chat being completely broken (and even turned off) if you have TextChatService.ChatVersion set to TextChatService.
really cool resource, currently having a poke at making a zombie game support it, but controls are iffy, i like how locomotion works, but it does have some issues
Is there a way to get half life alyx style locomotion movement
Using gears likes to point where the ui is (I think)
and using the camera is a pain
is it possible to walk with the left stick, move camera with the right, and then having the gun aim with full freedom, trigger and such to fire
Should note the gun system just uses the player mouse and are gears
This is a limitation with Roblox, not Nexus VR Character Model. I strongly suggest not using the mouse in VR for aiming. Your aiming should be based on the physical location of items.
Oh also the camera drifting, uhhh I believe its the roblox updates but at the same time the nexus vr. If it was the nexus vr, I dont think it will be fixed anytime soon til we get a maintainer for nexus.
I doubt since it’s not really based on the movement but the physics.
This might be cool and all but not really useful. I mean, pool parties would be great. But I doubt their even going to add it in since this isn’t based on the movement. It’s mostly on physics. If you want it to work for water, you wouldn’t bother figuring it out and making it or waiting for a maintainer which I would guess til 2025. (Just a guess)
Roblox is planning to release a new avatar joint system that will no longer use Motor6D. Will V2 be updated to support this or will only V3 support this; breaking V2 support if enabled?
V2 will most likely support this since V3 is in a weird limbo state right now. I currently don’t expect to even attempt support until early or mid-December due to other priorities.
V.2.14.0 now supports the Avatar Joint Upgrade. The normal loader will automatically pull in this updated version.
This update also adds support for AvatarGestures. Originally, I had started V.3.0.0-preview1 to have only AvatarGestures support, but I was unable to get it to feature parity, and the teleport bug is still not fixed as of release 659. V.2.14.0 will work with bot AvatarGestures being on or off. Games that migrated to V.3.0.0-preview1 will now start to fall back on V.2.14.0, which will enable Enigma for those games.
By the end of this month, I will be attempting to work with a game to figure out if IKControl can be enabled by default, and then eventually only on by default. The constraints have been updated in this release based on the Avatar Joint Upgrade, and IKControl constraints has been out of beta for a while.
Does this new version fix the issue where the snap turn is still active (alongside smooth turn) if the camera is set to smooth turning in the settings? This causes an initial snap before you start to smoothly turn. Roblox’s default camera’s smooth turning doesn’t interfere with the VR character at all, so perhaps this could be implemented directly if it hasn’t already. I don’t like snap turning as it messes with my head, so this would be a nice addition!
I do apologize if it already was fixed as I don’t have my headset available right now to test it
Edit: I was looking at the new settings and I think that DisableFadeOutViewOnCollision can be safely removed as VRService allows you to change it without needing any scripting. I do think it would be good to mention it in the script for people who don’t know it exists
Also, minor typo
This typo is repeated throughout the loader. Thought I’d mention it!
I also am happy that SmoothLocomotion is automatically set as the default!
I was able to record some footage of the updated character and 2 issues are instantly noticeable that are present. These issues also existed in the previous version
Snap turning is not disabled when smooth turning is enabled in the Roblox settings. This causes a sudden snap before turning.
Having TEMPORARY_UseIKControl enabled has limbs move wildly when moving and also causes your hands and head to be misaligned. This is due to the animations still being present. Perhaps a toggle to be able to disable the default animation script to combat this?
These issues are very noticeable and can cause issues with immersion. I do hope that these do get fixed!
This wasn’t fixed because I didn’t know about this problem. This was cross-posted on GitHub (thanks for that), and will be addressed in the next release. The TL;DR about the issue is that the check for when the last frame update was could be long in the past, making the number huge.
It actually can’t be removed due to backward compatibility.
Even then, the setting exists more to inform about it, because most implementers don’t look past the loader. I didn’t even know about the setting for a long time after the property was added.
That fix will rollout eventually.
After posting, I was able to find the root cause. The problem is I don’t have any ideas on how to fix it. I can’t just disable animations because A) compatibility issues for games that rely on keyframes being reached, B) Nexus VR Character Model relies on animations for walking and sitting, and C) Roblox relies on animations for dynamic heads. That last one actually broke V.2.6.0 and earlier of Nexus VR Character Model.