VR Updates: OpenXR, Height Scaling and Floor Tracking

As mentioned above you have to set OpenXR as the runtime in SteamVR. There are currently a couple of bugs with OpenXR that were fixed, but are waiting for the next client release (~583).
This includes Roblox Player not launch VR through SteamVR, Studio shutting down VR when your headset goes to sleep and Quest controllers being supported directly in SteamVR.

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Thank you so much! I do hope that Oculus headsets can also be tracked as it is unable to in the current release. If that is already fixed in the new releases coming up, I am very happy! :smiley:

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i cant play roblox on vr with my rift s anymore, my vr and the controllers work fine but when i play any vr game my controllers dont work or it says “headset disconnected” and when i uninstall steamvr roblox just launches in desktop mode, can this please be fixed?

edit: i did fix this but some vr games broke because of this update

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okay update??? apparently if you have any OpenXR API layers active in SteamVR at all it won’t let roblox player launch in VR. i had one and i disabled it and suddenly roblox started behaving as expected. so if roblox just opens in desktop mode even though steamvr is open and set as openxr, try turning those off maybe???

still does not fix the roblox studio bug where it only works once and then spits out openxr api fails until you restart though

update update: oh god it’s doing the thing again where it forcibly opens steamvr if the vr headset is so much as plugged in

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Hopefully, Roblox would be on the Meta store.

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have i got good news for you buddy: Roblox is coming to Meta Quest!

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the Apple Vision Pro isn’t really meant for video games (at least I don’t think it is)

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And even if it is meant for Games, it is not worth Roblox’s effort to port the Platform to a product that only 0.25% of the Population will actually be brain damaged enough to buy.

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imagine playing an fps with the hand tracking on the vision pro. :rofl:

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I’m happy to say that this update didn’t break my experience (and therefore didn’t mess up Nexus VR Character Model), but I did notice two things:

  1. The Roblox staff member that replied to me before mentioned something about hiding the bottom bar when not looking down, which would be a good update, but as of now, it’s still always visible.
  2. What’s this new shield icon on the bottom bar? Interacting with it doesn’t make any UI appear; If I had voice chat (if only), I would assume it indicated if I was allowed to use it. Is this for the planned safety bubbles in VR?
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That’s the Safety Bubble feature that when other users come too close to you, the bubble automatically fades them out from your view. There’s an option in the settings to exclude friends from being hidden by the bubble, as well as being able to disable the bubble altogether.

There is a dedicated voice toggle that appears to the left of the bubble toggle, on the same column with the UI and chat buttons.

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I have spotted another issue, but I am not entirely sure if this has been reported yet. When you playtest in VR after editing a script, you are thrown an error that won’t be fixed until you restart Studio. The error is thrown seemingly every frame.

I use a Valve Index and have set OpenXr to Steam VR runtime.

Error Code:
Roblox OpenXr: checkXrResult failed OpenXr call

image

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I have the same problem with SteamVR, VR development on Roblox is currently impossible. This has been going on for nearly a month now.

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The Safety Bubble is preventing other Avatars to render in your “personal space”.

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We are actively working on this bug and SteamVR compatibility, e.g. reconnecting the headset when using SteamVR.

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Last night, I was using VR to test how my items and recently-imported piano keys were scaled relative to me, and I found that the bottom bar stays at just the right position to get in the way of the keyboard. (I know it won’t stop scripts from detecting where my hands are, so I will still be able to play it, but its position doesn’t seem the best.)


I also noticed that the bottom bar relocates if I look down enough. I think it would be really nice if there was a setting to hide the bottom bar until I look down enough for the bar to move into this lower position. That way, the bar is still there since it’s required, but also hides until the player might need to see it after they’ve hidden the experience’s custom GUIs.

I can’t find the post but I know a staff member mentioned something about hiding it until the user looked around where the bottom bar’s positioned. I still think that’s nice, but then again, I like when users are given options to customize apps to suit how they’d like to experience them.

Also, since there’s a staff member in this topic, I’d like to report that I believe a previous Roblox update wasn’t completed.

In version 578, a great change was made, making it so that pressing backspace didn’t forcibly move the player’s held tool into their backpack. As far as I can tell, that was only changed for the keyboard. If I press the left trigger in VR, my tool is still put in the backpack. (I haven’t tested this with a controller, but I’m assuming the left trigger/L2 also puts away tools too.)

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The bottom bar should hide from your peripheral vision if you collapse it (the button with two arrows on the bar). It should also shift a bit further down, but it’s likely still not ideal for piano playing.

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is it possible to hide the bottom bar completely until you press the menu button instead of it still being there even while minimized and invisible i have a problem where i still press the leave game button by accident because im pointing down and pressing trigger while accidentally pressing the buttons which disrupts gameplay

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I think it would be a really nice option for players that need it or understand how it works like us.

I understand the bottom bar is the equivalent of the “Roblox button” outside of VR so it should be always accessible, but in ways, I prefer how things worked before the bottom bar update; Hiding the UI hid everything and gave a clean view of the virtual world.

I know it’s required so players can exit the experience at any time, view the player list, and report other players/the experience itself, but that’s why I said that phrase, “understand how it works”. The average player wouldn’t care about the bottom bar potentially getting in the way of interactions. However, for people like myself that are aware of it, letting them completely hide the bar on command (only after changing a setting or something) would be great. I’m sure we’d remember to try pressing or holding the menu button to bring back the bottom bar when we need it.

Plus, if it were a user setting (not something a developer can control), it would be up to the player to unlock the ability to completely hide CoreGui’s bottom bar. I know that’s inconsistent with the Roblox menu button, but there’s a difference between these GUI elements.

  • The Roblox button, while sometimes annoying for those wanting clean screenshots of more well-made, detailed virtual worlds, is very small in the grand scheme of things; It never takes up too much space, and in a way resembles a TV channel’s watermark. (It would be nice if Selfie Mode could hide it when it activated the core-only “take screenshot” function too, but that’s off-topic.)
  • The bottom bar, on the other hand, is placed on a specific height in front of you. While the non-VR button just covers a small part of the screen, the bottom bar can overlap anything positioned slightly below you, in front of you, like the piano’s keys in my example. I would detect the player’s hand positions and press keys that way, but imagine if a developer uses ClickDetectors or SurfaceGuis; You can’t point at anything that the bottom bar covers up!

Also, though really any UI breaks immersion, having UI that follows the player around and can’t be hidden really does that. If the player can’t hide it, it would be nice if the player could grab the bottom bar and move it to different heights themselves, like how you can move the bottom bar in the Meta Quest 2’s main interface.

That would be a decent solution, given the player could place the bottom bar directly above or below them, so it’s almost always out of sight until they need to use it.

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@AykeriZero The current topbar UI is very problematic in my VR game’s experience. Please consider using left controller’s hamburger menu button to hide/show the topbar rather than having it always visible. Having a way to disable and re-enable the top bar is still very important, to access the core features, but having the bar always visible, even in its minimized position overlaps too much with vr experiences, where the players look all around and interact via object prompts. Another alternative could be to only show the topbar when the player’s head position is fixed around the same orientation for a period of time (like 10secs), then fade it out when head moves; however, this alternative still has problems in spaces like the piano game above. At least the player could move their head to the music while playing to keep the bar from showing :slight_smile:

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