Excellent, I’ll have to tune into the podcast!
So hyped to see what’s coming for Roblox VR. It’s such an untouched market and I see a lot of potential from it. Go native Oculus (i.e. on the Oculus Store) and its perfect.
Who ever said they had to be replicated?
Or it could be another age-gated thing; Over 13s can see gestures, etc.
To be honest, there are more than enough ways to create a suggestive gesture without fingers.
Will support for the quest two ever be possible for Roblox, without the use of an addition cable.
Simply will Roblox ever have quest 2 support?
This is great feedback - the first point about the vignette should be fixed in the release (please confirm). I’m assuming you are testing exclusively on the Index, correct?
A “full motion” mode which would serve as the “hard core” VR mode without vignette or blink, in the settings, is a good idea.
We certainly have a lot more work to do, will go through all of this and continue to provide more updates, including VR dev centric updates beyond getting the default script games working.
Thanks again for taking the time to write this up!
Roblox would like to support every platform and device. For now it requires the link cable
This is a good start. Last I checked VR in roblox in general was clunky, I don’t remember having a ton of success interpreting how to code a game intended for VR in Roblox. I hope to see more improvements to the overall support roblox has for VR in the future.
You already can play Roblox without a link cable for the quest two using Oculus Air Link, I’ve been playing it perfectly fine this way for a while now.
You can already do this in VR. It’s not really a large issue. Worst case, age restrict it.
The update we’ve been waiting for!
To preface this, I am really glad to see this new update! Been looking forward to it!
As the quote above mentions, the index controllers don’t have a lot of buttons. That is true regarding physical buttons. However, the controllers finger tracking abilities allows for a large variety of inputs.
VR-Chat, for example, utilizes this. Sometimes a bit too excessively, however that doesn’t mean it’s something that shouldn’t be considered. Utilizing the controller’s finger tracking abilities, or at the very least adding/improving support for them, would give a lot of freedom to developers if they were to implement gesture specific actions. (For example, web swinging)
Really great to see support for the index controllers! Really hope to see more updates to VR in the future! Keep it up!
Edit:
Grammar
I am so happy to finally see Roblox VR getting the love it deserves. This is a step in the right direction but VR in Roblox still has a long way to go before I would consider it accessible to both developers and players. For starters, I hope to see some of the many bugs squashed in the coming months as priority picks back up, as well as a much needed renovation on the documentation and examples for creating games that utilize VR. As it stands the documentation is sub-par at best and most new VR developers I’ve seen are discouraged by the amount of guesswork you have to do with all of the current issues and documentation.
As for the new camera examples, I think they look great from the preview! I do agree with Elttob though, the vignette effect is pretty lackluster and is more intrusive than helpful for seasoned VR users who don’t experience motion sickness. Rec Room does something similar with the vignette effect during motion and I am not a fan. Having better control over things like that will be wonderful for the end user and for the developer so we can make the experience better for new and experienced users. It would be even better if we got fine-tuned control over how strong the vignette effect is.
After everything is said and done this is a very solid start for a system that needs some major love. Thanks for picking it back up.
Thank you, thank you, THANK YOU! This is a big step forward, as previously, VR on Roblox has always felt substandard and clunky to me (controllers lagging behind you as you move, wrong controller positions, weird Index controls, etc.). Glad to see Roblox taking a step forward and solving these issues to make the VR experience actually enjoyable for players.
It has quest 2 support, but it needs a cable.
Nice to see that Roblox opening up their horizon to VR. Love to see how the future of Roblox will be!
YES!! This was an update that I was really waiting for! I hope other issues get optimized and fixed soon
I’d like to see the ability to trigger VR Mode in Roblox Studio, as I fully believe that an editor for Roblox places in VR would remove many of the uncomfortable problems it currently faces:
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Changes not saving due to forgetting to copy the model out of Testing Mode
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Copying all of the Lua widgets into Workspace to make them VR-accessible
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Not having access to your Studio plugins in VR
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Not having access to the embedded lua widget, which necessitates creating an entirely new Terrain Tool
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Not having access to the CoreGuis before testing mode starts, forcing you to write new scripts to wrench camera control away from them, then dealing with the loss in control that presents
Note that I don’t want Roblox to write a whole VR Mode for Roblox Studio; I want to write a plugin for that myself, as the Lua interface combined with the nature of VR makes it easy to customize your own UI. I just want to be able to switch the camera mode from the flatscreen display to the VR headset, and be able to access tools while in the headset.
At least what I have seen, the VR in roblox was a complex thing… apparently new frontiers are opening to this world that perhaps many people will use, I honestly dont but I think this is a good change and a very positive one