How will players playing through Vive interact with the game? From the experiences that I’ve had only games crafted specifically for the Vive’s movement tracking area felt playable. While the controllers have thumbstick-like touchpads, they are (at least on the dev kit that I’m using) not very suitable to use as sticks for movement due to the lack of any feedback. Or is the plan to use Xbox or Playstation gamepads with the Vive as well?
Are there any plans to fix controllers on mobile for anyone who creates a hackish solution / has a DIY system for using a NVIDIA tablet to use with a “Google Cardboard” system? If not, could you guys still try to fix controllers? I can’t plug my tablet into the TV and my room and not have the controller close to me for GUIs
Yes, we expect to have controllers work with mobile for VR. Not necessarily as a primary input method, but as one that’s available if you have the controller. Are you experiencing issues with gamepad on mobile? If so, please post them in the Bug Reports section and we’ll take a look.
UserInputService.UserHeadCFrame is still available but is deprecated in favor of the above for consistency and performance.
Both UserInputService.VREnabled and UserInputService:GetUserCFrame / UserInputService.UserCFrameChanged are considered stable and will not be changed/deprecated in the foreseeable future.
Shipping next week:
HTC Vive button support (no new APIs, uses existing gamepad support)
In addition to other items we’re shipping this week Oculus is in retail so we have upgraded ROBLOX to be compatible with the new public runtime. Here’s what you will need to do on Thursday to keep using your Rift with ROBLOX (Player/Studio):
Uninstall existing runtime if any (uninstall anything that begins with Oculus…)
Only works in Play Solo because I’m lazy.
I made this with Oculus Touch but Vive should work as is (maybe placement of the guns will be a tiny bit off, I did not take the time to match the cframes between the two)
I want to try and make a first person HTC Vive experience, where you can see your Roblox character’s arms in first person, and you can move them around with the remotes.
What I need to figure out is how I can transform the proportions of a person to the proportions of a Roblox character.
I have some stuff I would like to experiment with… but… I don’t have a budget for an HTC Vive or Oculus Rift. I am thinking about upgrading my laptop this year from my Lenovo Y510P, because the CPU cooling and GPU are both bottlenecks, so two large purchases like that aren’t exactly something I am up for.
I want to try and make a first person HTC Vive experience, where you can see your Roblox character’s arms in first person, and you can move them around with the remotes.
You should not want to do that.
I’ve been working with it for a few weeks and have played a lot of demos. The controller tracking is extremely precise, up to the point where I could catch the controller being throwed towards me while wearing the Vive headset. This makes for extreme immersion when you replace the controller model with an item/gun/gear. The Vive does not track your arm and thus representing the players arm will always result in the uncanny valley effect as it instantly breaks the effect of being the player character (instead of controlling it). It is much better to leave out the objects/limbs that are not tracked, which is why every demo I’ve played so far consists only of floating hands.
Be aware that both the HTC Vive and the Oculus do not work with 99% of laptops, and that it will also require the purchase of additional hardware (new GPU) in a desktop rig to smoothly run content.