First tests of my future game on my phone, what do you think ?
Didnât get onto the negative values today, but I did add the ability for the Console to control multiple satellites! Script structures were also de-spaghettified.
Now, by just adding a button, a model, and 1 line to a script, I can create another satellite!
Here it is with 3:
and 5:
Been working on a really big project these past few weeks with my friend. Chapter - based horror/adventure game (I know done a million times before) that was inspired by a very old game of ours. Includes noob monsters, shady businessmen, and a whole lotta ventilation systems.
Hope you have a good day.
I made a police radio system on roblox using voice chat. So instead of typing out your message in the radio chat, you literally use voice chat.
Itâs also uncopylocked, so you can see how it works.
Well, since Roblox broke Nexus VR Character Model and that module is sadly discontinued, I guess I have to make my own equivalent now. Thereâs just one problem:
âŚI donât know how to use VRServiceâs âuser CFramesâ properly (to dynamically position the playerâs arms and head to match their controller/HMDâs positions like Nexus VR somehow did), soâŚplease enjoy this inhuman pose while my Meta Quest 2 charges.
working on a sport-featured game featuring all the characters from gsâs games.
(its called greatsword studio: all stars (gsas)
I tried doing the same thing and i got left with this exact same thing while making a vr game so i just quit it- Hopefully someone will find a fix to this
Skibidi Dop DOp fart toilet Please Insane add Skibidi Bop
why did this make me laugh, iâm not supposed to be laughing at this
the devforum is 13+, please leave and only return when you reach that age
the word âstripesâ shouldnât be censored by the chat filter
Yeah, Roblox should really add their own built-in (optional, for developers making their own non-character-based VR games like VR Hands) module that recreates Nexus VR Character Modelâs behavior, so anyone thatâs attempting what Iâm doing doesnât struggle with the weird UserCFrames and part alignmentâŚ
From what I can tell, the UserCFrames are offset from the origin (of the userâs guardian/playspace, I assume). Knowing this, I tried using attachments, offset from the playerâs HumanoidRootPart. This kind of worked, but the playerâs hands donât line up with my actual controllersâ positions, shown in this screenshot:
At this point, I think Iâll have to create an invisible part at the cameraâs ârender CFrameâ and offset the hands from that or something. Iâm really starting to appreciate @TheNexusAvenger 's really well-done module; It always positioned the hands correctly, and moved the playerâs character if I physically moved around, unlike my script which looks like Iâm controlling a decapitated head, floating slightly behind my torso.
EDIT #1: ThatâŚalmost worked, but now the handsâ positions turn with the camera. Iâm starting to think that Iâll have to decouple the VR playerâs view from their character, and move it relatively with their head somehow. I really donât know how to do this, and I really wish Nexus VR Character Model wasnât discontinued, as it was almost perfect, what Robloxâs built-in offering should be.
RBLXBuiltInRecorder_VRRotationIssue.wmv (1.8 MB)
EDIT #2: Huh? I donât understand whatâs going on, but for some reason, Nexus VR Character Model works perfectly if I download a place from my experience then play it locally, so somehow, âGame Settingsâ is breaking it, and I donât know what could be doing it.
I am working on my own game (Police Simulator), a programming language (J Dash Dash) and RoDatabase :>.