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

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

That may be a quirk of the Oculus Quest 2 that I am unable to test for. I currently have access to an Oculus Rift S and Microsoft Mixed Reality, but don’t have a way to get access to that headset to test. As far as I know, the VR lab at my university doesn’t have that headset, and I wouldn’t be able to get access for another 4-5 months either way.

I have a quest 2, I can help you test it. Also, how do you equip tools with this?

Use the bumpers on your controllers to handle tools. This is the default for any type of controller for the backpack, and I don’t modify the backpack.

I figured this out yesterday thanks for letting me know anyways.

Is it possible to give the hands physics and allow them to pick up items that are unanchored? Other than using tools, which doesn’t work for my game. I’m trying to make pickup-able blocks that you can build into bases.

Picking up items was asked earlier. It is out of the scope of the project.

the quest 2 should work similar to rift

How would I go about implementing this then? I don’t think it makes sense for this to be “out of scope” when this is a key feature of all VR games.

I don’t have any advice for doing this because I haven’t done it and I don’t plan to. While it isn’t quite of scope for a VR system, there are problems I see with natively including it:

  1. Scope - Nexus VR Character Model is meant to replace the default character implementation and that is it. It isn’t meant to be the only VR system you will ever need. Nexus VR Core is a thing because it is a dependency, but a grabbing system wouldn’t be used internally.
  2. Coupling - There isn’t an inherent reason it should be with Nexus VR Character Model. You should be able to implement it yourself just to know where the hands are, such as you decide to implement your own system for something like VR hards where Nexus VR Character Model may not be suited.
  3. Standardization - Making 1 standard implementation for everyone will result in some sort of limits to adoption. 1 user may want to grab stuff far away while another may want to be in a bounding box. Developers may disagree about 2-handed items. Constraints are also a problem as there may be cases where part constraint needs to be defined programmatically instead of physically.
  4. Lack of Internal Use - Nexus VR Character Model is used in a couple of my existing games that require some of the features it provides. Not having a proper game I control that I can integrate with this will result in me missing a lot of test cases.
  5. Niche Feature? - As of this moment, only 1 game I track uses any sort of item grabbing, and it is custom. I assume there is more, but for the games I track, this makes <0.1% of the visits.

Grabbing items in VR isn’t a new concept, but I am surprised there isn’t a major open-sourced solution. Maybe someone should be the first to do that? All that should be required is knowledge of where the character’s hands are and what the current VR inputs are.

1 Like

Well if you won’t, does somebody already have one? This is quite a frustrating experience and I might as well just consider using something else.

Thank you for this system, Nexus. It is very much appreciated. I was able to get it up and running in my game within seconds. I’ve now read just about all of your posts and comments and understand that this system is more or less complete and for any extra work, you’d prefer the community to step up and contribute.

As an alternative to snap turning, I’d like to add smooth turning to your code. Any chance you could point me in the right direction? I’ve looked over your Controller scripts quite a bit but I’m not sure how to go about implementing a smooth turn system (or even just editing out the snap turn option).

1 Like

Doing this is kinda supported but isn’t documents. It is possible to create, register, and use your own controller scripts. The code for it is somewhat intended for developers to use, that and adding menu views, but isn’t documented and is less likely to be stable between releases. V.2.0 to V.2.1 actually changed the default controllers and would have had trouble with some custom ones.

2 Likes

Is it possible to disable the transparent hand’s ingame?
On VR in my game it doesn’t really look that good with the
hand’s being transparent and it’s kind of ugly when it’s transparent.