Will ROBLOX ever come to the oculus quest 2?
That’s something I wonder too; For some reason, VR testing in Studio is impossible for me, so I have to publish to test my experience, so at the moment I have to connect my Quest 2 to my laptop using the cable every time I want to do that. If a Quest 2 app is made, it’ll be less inconvenient to do.
any updates on the quest 2 app?
That’s one of the disadvantages of the Quest 2. The Rift has the disadvantage of a blurry screen, but can run in studio. I recommend using that.
Actually, the Meta Quest 2 works with Studio for VR testing; It’s so dumb, but for whatever reason, Studio seemingly never “attaches” to the headset on my laptop, no matter what I’ve tried; I believe it’s because it’s one of those weird devices that use both Intel and NVIDIA GPUs.
On my desktop, it just works, just like I wish my laptop did.
Ah, yes. I forgot about that one. My PC has a dedicated USB port for VR so I think studio has some way of detecting if you device “supports” VR.
I only have the Rift, so I wouldn’t know.
It would be pretty cool if all games were VR Supported, it would definitely increase the VR plays amount.
it also wouldn’t make sense for most games
We cant click ui buttons on oculus, please fix. None of the events fire. Such as hover or click.
Edit: Just figured out theres a button to enable ui buttons, is there anyway to make this like always on or smth.
Found a bug only one prox prompt renders, per part in vr. which sucks
Also another bug, swimming underwater is impossible in vr.
Yes, big UI update is coming VERY soon.
Oooooo, big pogger. Also are you gonna fix swimming underwater? Also a suggestion, add an option for games to allow the characters arms in first person, would be sick, and make the third person camera follow the player.
Also another bug is that only on proximity prompt can render at once on a part. I wanna report these but I cant report bugs as I am not a regular member.
Do you have an example of the proximity prompt issue or a place to test it?
Swimming underwater should work in First Person, the default Third Person Camera is all about not getting you sick by following the player movement. We are thinking about adding more options, but you can also overwrite the default behavior in the player camera module.
I tried to swim underwater with my vr headset and it did not work. As for the proximity prompt thing, I can make a test place but all you have to do really is put 1 part and put 2 proximity prompts in it.
Also:
The only problem I have with the third person camera is that if I move a car a player is in, the camera stays still forever.
Edit: the proximity prompt thing isnt a bug, its my fault as I just realized I have forgotten to set different key codes for gamepad for my proximity prompts
Use airlink, not USB link. (character limit)
It will teleport eventually when the car leaves the view area.
You can change that in VRVehicleCamera.lua or as mentioned we might add more gameplay-focused options down the line.
does this work if they are just in a seat and not a drivers seat?
Will the big ui update include better ui rendering? Will this fix steam vr recentering issues? fix the ui from rendering relative to camera origin and not the hmd? will we have an api to better control how the pointers work?
That’s true, what I meant is VR supported game. If there was an option to enable something like “VR Supported”, it would be pretty interesting but you know…