This is a terrible idea. You can turn off VR from your Options menu, thus allowing you to connect a headset and play flatscreen games without wearing your headset. (1)
Except now you launch VR games in flatscreen mode⦠Meaning youāll get kicked from a VR game because VR wasnāt enabled. Oops.
(1) Although if youāre using SteamVR, this doesnāt work as advertised, because SteamVR launches whether or not Roblox connects to your headset. Devs fix plz!?
I love to see VR Updates! I was getting worried it was going to be dropped! Iāve found some cool VR games on roblox so far and Iām excited to check out the new UI! Please keep them coming!
GREAT update! I have a Quest 2 and as a new user to VR I had no clue how to mute people in VR since I couldnāt find the roblox menu! Having the UI more accessible to players is a huge quality of life improvement for VR, especially for all the new people coming into Roblox VR.
From what I remember of when I last visited Royale High and Koala Cafe in VR, youāre right about how itās down far enough that I have to look down to see it, which is good.
However, I do think it would be cool if there was a way to hide the whole bar, like holding the menu button for a second (since just pressing it shows/hides the ScreenGui). That way, it could hide all ScreenGui and CoreGui, giving a completely clear view of experiencesā worlds until itās pressed again or something.
Itās something that I liked about the old VR UI; The only Gui that was always visible was a random controller icon in the upper-right corner; If an experience hid its Gui (like mine) in VR, it basically āopened the windowā to the virtual world without anything floating in front of me. (On the other hand, the new ScreenGui interaction is a big improvement over the old āpress menu then click on thingsā method.)
There are 3 types of menu access that players might want to bring up, the headset menu (e.g. Oculus Menu), the Roblox System Menu, and access to the gameās UI. Some controllers donāt have multiple menu buttons.
Will take your feedback into consideration, always looking to improve the experience.
Can you, or someone with the Knuckles controllers, run this snippet in a LocalScript and tell me what the response is when they press the buttons on the Knuckles controllers?
while true do
wait()
game:GetService("UserInputService").InputBegan:connect(function(inputobject) print(inputobject.KeyCode.Name, inputobject.UserInputType.Name) end)
end
Left A, B is X, Y and right A, B is X and A. Left trigger is LTrigger2, right trigger is invalid. Grip L is LTrigger1 and Grip R is RTrigger2.
The output logs fill with 5000 results after clicking the button so its hard to get the full picture because it immediately clears after clicking another button. Honestly it just took 20 min trying to get the VR to work with Studio and it caused all but the viewport and output log to blank and turn black and become incredibly laggy.
Hereās a different version that responds by putting the result into a parent GUI object instead:
wait(2) -- necessary to prevent a waitForChild disconnection
while true do
wait(.1) -- small edit to give VR more frametime
game:GetService("UserInputService").InputBegan:connect(function(inputobject) script.Parent.Text = "." .. inputobject.KeyCode.Name .. ", " .. inputobject.UserInputType.Name .. ".") end)
end
Both A buttons are X now? That seems wacky. Also seems weird that RTrigger does nothing because that used to be the button to activate the dedicated UI Cursor, except Iād assume Roblox arenāt straight up turning VR controllers into regular controllers.
Honestly, take what I said earlier with a grain of salt, I had a lot of issues getting the VR to work in studio, and the logs didnāt work as expected so I might have messed things up.
Iāll get back to you with a more accurate analysis using your new script when I get the chance.
Youāre constantly creating numerous event connections every ~0.1 seconds for the input to be listened to, which is very inefficient and something to definitely avoid.
I unfortunately donāt own VR myself, but Iām trying to provide better practice here.
One connection is enough to receive an output each time an input is made.
Thank you so much for this update! This is an incredible change to the roblox vrās UI, and navigating through the menu in vr now seems to be improved dramtically! I do have some feedback regarding this update and some potential suggestions and ideas on improving Roblox VR.
Any sort of performance improvements related to Roblox VR and even potentionally the entire roblox player itself which roblox vr is running from would be amazing! The overall performance in vr is strongly dependent on which games on Roblox that you are playing that are well optimized. Most games that I have joined from personal experience, seem to have performance issues which leads to low fps, and minor stutters here and there. Possibly allowing roblox to use more cpu power while playing would be immensely helpful, as for the gpu performance, I think itās alright where it currently is, for right now at least!
The oculus touch controllers when playing roblox via steam vr still do not seem to work properly. I would love to see this possibly get addressed in a future update, and checking that the controls set for quest users is running on touch controls would very likely fix this issue.
There seems to be a minor bug within roblox ui menu, where upon clicking on the button on the ui menu to pull up the menu, it will not work as intended.
This may be a minor bug as well, but my controllers within steamvr while launching a roblox vr game not seem to be displaying the correct position whilst in game. They appear to be displaying the roblox cursor in a slightly different direction.
I would very much love to see a virtual keyboard once tapping on the chat button and clicking the area to type, then send a message. Perhaps upon pressing the chat button, making it so I can automatically type in a desired message without having to click on the box first in order to chat would make chatting in Roblox VR very seamless to use!
I have a suggestion related to controlling your character whilst vr. Being able to move your character via third person while in vr is an interesting idea, though I would love to see this being a toggable option in the setting menu as third person in my personal opinion does not really portrays the strengths of immersion being in virtual reality, if this option to play in particular will still be available as roblox vr continues to improve. Being able to move your characters in roblox vr in first person and being able to move your arms, with your legs moving automatically to help keep things simply, by default, would seem to be the best option in my personal opinion!
Going a bit more in depth on how moving your arms and head in vr might work,
would you be able to visibly see your tools when having them equipped in your inventory? I have briefly noticed in some games that you can quickly switch tools that are in your inventory but using your right controller and moving it slightly towards the icon of your desired tool to select. Was this part of this build, or was this feature not added to roblox vr with this patch? If not, I would love to see this feature being added to roblox vr players, as it would make switching between different items on the fly very convinent!
A button in the roblox ui menu to toggle on and off voice chat on the fly as well would definitely be welcomed addition to the new menu.
Those are my personal suggestions and ideas for roblox vr! Once again thank you so much for this update, I am very interested to see what future ideas are coming related to roblox vr in the near future <3