Just as the title says - if you begin rotating your camera in VR mode and then hover over a scrolling frame while rotating, then release, your camera will continue to rotate while also constantly flashing black… which is very annoying and possibly an epilepsy hazard for some people. Except for the very beginning, most of the flashing and camera movements in the gif above is a result of this glitch.
This happens both in studio and in game.
I’m using one of the Meta Quest Pro’s that were given out at RDC this year, if it matters at all what sort of VR device I’m using.
Workaround: You are able to stop the rotation and flashing by manually moving your camera again, but I keep accidentally causing this to happen when attempting to scroll while walking around (scrolling frame behavior in VR seems quite buggy too, outside of this glitch, by the way, but I suppose I’ll have to make a separate report about that).
Quick repro file (it’s just an empty base with a scrolling frame set up in a ScreenGui): vrtest.rbxl (60.3 KB)
I think the other scrolling frame issue that I hinted at might actually be related to whatever is going on with the input here (since both are ScrollingFrame related) so I’m just going to comment about it here and if I’m told to post it as a separate issue then I’ll do so:
ScrollingFrame’s are very annoying to use in VR… at least when you’re trying to walk in game and interact with GUI at the same time. They scroll just fine if you stand completely still, but are very stubborn about not actually scrolling properly if you’re in the middle of walking. I assume it’s some sort of conflicting inputs (walking > scrolling). It doesn’t seem like it’s expected behavior since it isn’t intuitive at all - I expect that there are a lot of cases where players would want to interact with scrolling frames while also moving.
These two issues combined are preventing us from releasing a VR compatibility update for a game that I work on.