Edit 2: Solved the issue w/ pointer and controllers by digging into the deep depths of the corescripts: https://devforum.roblox.com/t/undocumented-vr-setcores-psa-for-vr-devs/269620
Edit: I’m not the only one with these issues:
https://devforum.roblox.com/t/steamvr-wont-recognize-roblox-studio-anymore/248519
Unfortunately, I can’t actually attach any error logs or any other sort of output / repro steps due to the nature of this bug. I would hope that in resolving some of these issues, I will in the future be able to produce better bug reports relating to VR.
Vive support is currently (almost) totally defunct:
- Teleportation and all other sorts of interaction with the menu except close / open menu items is broken.
- Occulus Rift controls are presented whenever the user is supposed to do something. I assume this means that I should have to purchase the rift if I actually want to interact with these interfaces.
- It is, from all documented methods available, impossible to:
- Override Default Controllers
- Remove default controller teleportation prompts
- Open the Developer Console in VR mode (so it is now impossible to debug issues in VR)
- Use Studio in VR mode (so also impossible to debug live through that)
I am really distraught because I was hoping to be the first person to integrate my game as a dual VR/Non-VR experience - but when I had a look at my previously fully functional games that use VR, they do not work at all:
https://www.roblox.com/games/483000114/DL-44
This is my primary game. This is what it is meant to do:
However the roblox default controls now override my inputs for some reason and cause an error (which I can’t debug since it is not possible to debug in studio or thru. dev console in VR mode).
I’d appreciate this whole thing being looked into.