They are not the same. A meta account can be attached to Facebook but it doesn’t have to be.
The Quest 1 is no longer supported by Meta so we are supporting the Quest 2 and later headsets.
We’ll have updated comfort settings with improved camera options during Beta to address your concern. For now we suggest using first person mode.
After the open beta is concluded will it be fully released or will there be a holt before release just in case all the bugs are fixed?
i was able to make games just fine with me $300 laptop and quest 2?
i just had to specify to unity “yes this is a android build” then upload it to my quest 2?
Amazing! Can’t wait to try this out
oh wow that’s epic! i wonder how ui will work on vr
Roblox VR already existed. This update is just giving the headset an app to use, since before you had to connect to your computer. With an app, you wouldn’t need your computer and you’d only need wifi. It may also improve the experience of user input and graphics!
I’m super excited for this coming in the next few weeks considering it can bring a few feeling of gameplay to players and also making it widely accessible for all developers is going to be a game changer!
If possible, does anyone know the exact release date, or some time around the release? I think it will be out in October or December.
i meant having the roblox studio app itself inside the oculus
We have now rolled out the “VR” checkbox in the access settings in both Studio and Creator Dashboard, but it will initially apply only to Quest in standalone mode. We will work on extending it to PCVR in the future.
We are focusing on the standalone mode at this time, but will be looking at what we can do for PCVR later. We cannot promise anything definitive at the moment.
We are working on offering Quest users experience recommendations that account for what works best on VR.
That will most likely never happen. If it did though, you would only be able to play games, not come close to editing them. It would be better to connect with the computer for roblox studio!
Nice! I’m glad to see Roblox expanding its horizons and evolving/getting better!
Are there any plans for Roblox studio to be in VR? I think it would be amazing to have that implemented and have people build, program, code the VR controllers, and even do a bit of testing in game to see if the scale of the build is accurate.
if meta is changing the minimum age from 13 to 10, will the minimum age for roblox vr change too?
Some games feature content that requires the user’s device input, ex. pressing “E” on their keyboard. Will there be a way to get input from the VR controller?
For example, pressing “X” on the VR controller would do a certain scripted action.
Enum.KeyCode.ButtonX -- Would work for both Xbox and VR Headsets
- or -
Enum.KeyCode.Gamepad.ButtonX -- Would work for Xbox
Enum.KeyCode.VR.ButtonX -- Would work for VR Headsets
Unfortunately, there may not be a way to get input from a VR controller using keycodes, but you can use VRService.VREnabled
. You won’t be able to detect the difference between an Xbox controller and a VR controller unless you detect the movement from the VR controller using UserCFrame prior to detecting the input.
Even then, it is just easier to assume that the user in VR is gonna always be using VR controllers unless both controllers aren’t detected. There is not really a need to separate Xbox controllers and VR controllers when VREnabled is true and is also very unlikely to happen.
Also, Enum.KeyCode.X
is for keyboards as it is the X key. Did you mean Enum.KeyCode.ButtonX
as that is the X button for controllers?