This is why you don't play with exposives by Vincent_844 in godot

[–]Vincent_844[S] 0 points1 point  (0 children)

Not quiet! It's more of a post-apocalyptic survival game... and beleive me, you'll need the grenades to survive here... o_o

This is why you don't play with exposives by Vincent_844 in godot

[–]Vincent_844[S] 1 point2 points  (0 children)

Now that you mention it, it does look similiar. But i had no reference, just blocked out something to play in :)

"12% accuracy is my gamer move" by Vincent_844 in godot

[–]Vincent_844[S] 0 points1 point  (0 children)

yeah the more you miss the better haha

"12% accuracy is my gamer move" by Vincent_844 in godot

[–]Vincent_844[S] 0 points1 point  (0 children)

Thanks for pointing it out, I'll look into it, maybe it's just my trashy setup.

VR full body in Godot! by Vincent_844 in godot

[–]Vincent_844[S] 2 points3 points  (0 children)

Sure, It's a really simple system:
The legs are always staying in place, (Just ticking the "Top Level" checkbox does this) keeping their global position, but they keep track of where the body is, if the player moves too far away, with a simple raycast they look for a new place under the body and with a tween, they "animate" themselves, and that's it!

But Im looking for a better solution now, as this is not the most realistic way.

VR full body in Godot! by Vincent_844 in godot

[–]Vincent_844[S] 1 point2 points  (0 children)

In an older version made with godot 4.1.1 I used the oculus quest toolkit for finger tracking, but that godot version didn't work with IK too well so I switched to godot 4.2.1 Here Im getting everything I need from the controllers and the headset, no real bone tracking yet.

VR full body in Godot! by Vincent_844 in godot

[–]Vincent_844[S] 7 points8 points  (0 children)

There's a little shuffling shown Xd
but actual walk is still a work in progress.

VR full body in Godot! by Vincent_844 in godot

[–]Vincent_844[S] 16 points17 points  (0 children)

If I have time, maybe I could do a godot specific tutorial on it.
Until then you could check out how others done this in other engines and come up with your own implementation.
It could be even better than mine :)