If vrservice.vrenabled == true then
– Vr script aiming
else
– PC script aiming
End
Im in mobile but when i get on pc im sure i can figure out a way to make a way to aim!
Peace!
-Marcosygian
If vrservice.vrenabled == true then
– Vr script aiming
else
– PC script aiming
End
Im in mobile but when i get on pc im sure i can figure out a way to make a way to aim!
Peace!
-Marcosygian
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.
Question, will there be support for swimming in water in the future?
This is genuinely cool. It’s quite sad to see how barebones VR Mode normally is compared to this, and equally sad to see how little games support it.
Now that Meta devices have a native Roblox app, maybe more devs will be inclined to take a look at this? here’s hoping anyway.
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)
On your character model, I created hands and guns that can be thrown and that cannot pass through walls. awesome stuff
Just learned about this cool project from a friend, thanks for working on and maintaining it! What’s the easiest way for local development?
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!
Other than that; I love the work put into this!
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
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!
I have created an issue through Github: Smooth turning and UseIKControl issues · Issue #50 · TheNexusAvenger/Nexus-VR-Character-Model · GitHub
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.
In other words, I am looking for help with this.