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

There have been a number of crash issues from the latest model. In every game that has Nexus VR, Roblox randomly crashes for me (this includes Club Iris, Vibe NYC, Club Tesla, Self Driving Sim…). I’ve started noticing this 2 updates before, but I thought I was the only one experiencing this issue. I’m using an Oculus CV1, GTX 1080, and overall I have a good pc to run VR on. Hopefully this can get resolved soon :slight_smile:

That isn’t a lot of information to go off of. I am thinking this is a problem with your system because I have seen no significant reports of crashing in VR, and Self Driving Simulator doesn’t even use Nexus VR Character Model. If you are getting the popup saying Roblox has crashed, then that is up to Roblox to resolve because that should not happen.

1 Like

Version 2.1.0 is really close to releasing with the improvements described before. I am monitoring a few games with the beta, and hope to release in a few days.
And as a bonus - demo video with driving a (mostly) free model car!

2 Likes

Do you think there will ever be Valve Index support, or is this because Roblox’s side doesn’t allow it.
I doubt finger tracking would work, it’s just, it’s very hard to use the Index in Roblox (Probably because it doesn’t support it natively)

Covered this earlier in the thread to a degree:

1 Like

V.2.1.0, the update to make Smooth Locomotion and VehicleSeats feature complete, is live to everyone using V2!

Changelog mirror:

To existing driving game developers: your move to add VR support to your games. It is a VR niche that doesn’t seem to have been filled yet.

4 Likes

Ever since this new version rolled out, tools no longer work using mouse.Button1Down function or the Activated function. Only solution you can use now (that I know of) is UserInputService but there’s a huge delay issue on trigger buttons. Using that method means if you wanna make a weapon that uses UIS, pulling the trigger would take the weapon a fraction of a second for the weapon to fire.

For anyone wondering, I’m using an Oculus Quest 2 so it might be the controllers at fault.

If there’s a different solution for this, please let me know.

Nexus VR Character Model does not do anything special with tools or the Roblox backpack. From what I can tell, the default right trigger to activate tools stopped functioning abruptly a few weeks ago and is only affecting Nexus VR Character Model. There is probably something required by Roblox to activate this functionality, but I haven’t looked into it. Either way, I am not planning on releasing a workaround for this.

Edit: Someone figured out why and DMed me about this. I have resolved this issue.

1 Like

Seems interesting! I have a headset of my own so I can try implement this into my game to work with my other scripts.

If you remember me by my stupid rant I made a few months ago, I’m incredibly sorry about that, but this is different.

You should make the new physics update an actual option, instead of forcing it on every Nexus VR user. I personally dislike it as crouching lunges me forward, and any kind of collisions will force me to turn and move in ways I dislike.

I understand that it’s a work in progress, but it feels horrible…

This was the trade-off of me using to Roblox’s character physics, which solved dozens of problems at once that don’t have workarounds. The problem of turning when colliding with walls is because of Roblox’s physics that I pretty much have to live with. In V.2.0 and older, there was only basic physics like falling, with teleporting through floors being a common problem and no collisions. I have received hundreds of messages to change this, and making this an option doubles the testing requirements, which is already doubled from having teleport and smooth locomotion. If I added R6 as well as an option, this is another doubling. I am not ready to take on this requirement.

All I can really suggest is that if there is something you don’t like, make a pull request so everyone can get the changes. Long term, I don’t want to be the maintainer of this project: my VR development is practically done and I no longer find this project fun.

2 Likes

Hey, I’m unsure if anyone pointed this out or if you know about it but recently Nexus VR hasn’t been working properly in games that use it. Upon loading in, I’m just frozen in place as if it’s the default Roblox VR, and I’m unable to move.

Not sure if it’s a fault on your side or if Roblox messed something up, but I just thought I’d mention it.
It was working properly yesterday.

Cheers.

Roblox did change something and it was intended. Servers that went up after ~4:00 PM have a fix for this.

1 Like

I’ve been using the Valve Index with NexusVR and it seems like everything works really well out of the box! Would we binding and controls mess with NVR?

You will need to test that for yourself in your game. Nexus VR Character Model doesn’t use any controls that wouldn’t normally be taken up by movement.

I love this model! VR people can finally play my game. But is there any way i could stop them from noclipping trough the walls?

V.2.1 adds collisions using Roblox’s Humanoid physics. This shouldn’t really be possible with how this was possible in V.2.0 of just walking through walls.

2 Likes

Is there any update on your character not turning every time you move your joystick left or right

No one has mentioned this was a problem? I haven’t had issues in testing, so nothing was changed since it was implemented.

When using the quest 2 controller snap turning doesn’t always work using Nexus