Currently, VRService.AvatarGestures does not support crouching for VR users and can cause issues for users with taller or shorter avatars. Plenty of my avatars do not work well with VRService.AvatarGestures since the head is above my real head, causing me to have a view from my chest.
Currently, the only workaround that I can use is to use OVR advanced settings to move my camera slightly higher to be level with my head at all times. This means that I must stand up tall at all times and can be very bothersome as someone used to games like VRChat and Blade and Sorcery that give you a full range of motion on the Y axis.
I do understand Roblox focusing on compatibility, but I do think that compatibility is already achieved when you have VRService.AvatarGestures disabled, so having the crouch will not be an issue in terms of compatibility (plus, VR experiences normally do not restrict the body on the Y axis and can be jarring for many users)
Hey! I’m working on my own VR exclusive ROBLOX experience and I will let you know how I managed to pull off making a crouch system
(This only really worked for me in first person, third person is untested but don’t let deter you from trying!)
Anyways, if you look inside a Humanoid’s properties, you will see a property called “CameraOffset” and it turns out you can adjust this for VR players on only the Y axis!
So what I did was make a crouch animation to play on the player’s character, and then tween the CameraOffset about -1.75 Y studs down, and it works like a charm! Feel free to ask me about any more questions ^^
This does not affect the body of your character in VR and only adjusts the camera’s offset. I’d like to have a system similar to Nexus VR Character’s implementation but native to Roblox. Crouching animations are nice, but I would like to have a system to allow for dynamic crouching in VR without the need for animations whatsoever
HEY!! so I know your post was like a month ish ago but I was going to clarify, have you considered just using crouching animations for your VR experiences yet? I was going to ask a ROBLOX staff on another post (regarding avatar joint upgrades) but then kind of thought about it…
The reason I THINK ROBLOX didnt add crouching is simply because the way they setup animations to load on the body and below, chances are youd have to take a copy of the module and script that compatibility on your own, or bite the bullet and go with a crouch bind with the possible solution I gave ya earlier.
I currently have no plans to use a keybind for crouching and prefer dynamic crouching. I try to avoid forcing animations like that in VR because it can feel unnatural to the user, as I know it does for me. The current implementation of Roblox’s avatar gestures makes your body position offset from your actual body by default if you have a body that isn’t the blocky body with 0% body scale.
I want Roblox to address the offset issue. I’d like crouching to be native to VR, like how you can do it in… well, every VR game. I don’t just want Roblox to add crouching; I want Roblox to make it so your body is properly tracked on the Y axis when you crouch in real life. Forcing me to make an animation to allow for crouching is not ideal, and I actively discourage it if you want to make your VR game feel more immersive for the hardcore VR audience. If your game requires crouching, then there can be an optional binding to lower your head to go into crouch stance (for accessibility), but there always should be a way to crouch just by physically crouching.
Static animations (like how you’d see in 2D mode) are disruptive when playing in VR at times. Dynamic animations (like IK and FK) are what creators in VR should focus on using for pure immersion. The way Roblox handled their VR support is lacklustre and has a lot of other major issues outside of the lack of dynamic crouching. You should read my reply about it on their announcement! The issues I mentioned still exist today and prevent me from wanting to utilize Roblox’s implementation in any of my games.
I’ll be sticking with Nexus VR Character because that is what I wish VRService.AvatarGestures was. If you haven’t tried it, I recommend using it. It’s very immersive, even for a casual VR audience!
I’ve actually tried nexus VR, I dont like it, menu is great but from what I remember it wasnt customisable, I know there were some other issues with the module, and also im discouraged from using it due to the fact its no longer being made by the same dev? even if someone maintains it, the way ROBLOX’s avatar gestures does it is more compatible for the kind of experience im trying to make, since I like having native control for the lower body like animations n stuff. Also I can at least trust ROBLOX to always be the same team maintaining their VR module / gestures stuff. I guess our target for VR experience development is different which is okay ^^ sorry to annoy you