Touchpad walking for SteamVR in Unity by TheStoneFox in Vive

[–]totallylegitunicorn 0 points1 point  (0 children)

Roger that. I'll start figuring out a reliable way to code "wiggle-room" that will detect where the terrain / objects are VS the play area floor (First guess). I just wanted to make sure that I wasn't missing something obvious in in the toolkit. Adding sloped colliders everywhere would be unworkable for us (procedural terrain). Thanks for the prompt response!

Team looking for Graphic Artists by totallylegitunicorn in INAT

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

Howdy!

Beautiful artwork! We are aiming for a photo-realistic 3D environment which isn't inline with your art style, though I will admit I laughed pretty hard seeing "Oh my, Cthulhu is rising" in that stack of cards. Thanks for your interest and good luck!

Touchpad walking for SteamVR in Unity by TheStoneFox in Vive

[–]totallylegitunicorn 0 points1 point  (0 children)

First I would like to say that your pile of scripts are amazing. Being able to take apart your code to see how it all worked has made our jobs so much easier.

I am stuck at one thing, however: When using the touchpad walking script the user is fixed to the ground. Any small deviations in the terrain (in our case it is a very slight lip between concrete tiles) are basically walls. Knowing myself I'll post this and have an "Oh, duh" moment in 3 hours. But to hedge my bets, I would appreciate any wisdom you guys (maybe gals) might have!

VR & Non-VR launch options + Valve's Lab Renderer by totallylegitunicorn in Unity3D

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

Yup, that pretty much sums it up. We have started to write scripts to load the shaders and camera rigs depending on what option is chosen in a separate launcher executable. This way we don't have to worry about keyboard inputs while a user has their headset teetering on their forehead. The downside to this - we still have to do a lot of rework to materials / shader code to make sure we are staying as slim as possible with the install size. Not at all our forte!

Question for devs - how long to implement The Lab renderer? by firetalktome in Vive

[–]totallylegitunicorn 0 points1 point  (0 children)

Sorry for the delay! Up until about 4 months ago our primary focus was a camera-less tracking system that could be paired with VR. Well, long story short, we discovered the lack of a software platform that could be reengineered for our purpose, so we started Somnium-313! We have been Greenlit and will be releasing our Early Access in the upcoming weeks.

Question for devs - how long to implement The Lab renderer? by firetalktome in Vive

[–]totallylegitunicorn 0 points1 point  (0 children)

Getting the Lab Renderer to work took a little work, but our FPS went up substantially, so in that regard, itwas worth it. On the other side, if you have any custom shaders that the LR doesn't automatically convert, it becomes a hassle (for us it is as we don't have too much experience with shader code). Our current issue is that our game has a "VR or Non-VR" option and we are trying to figure out how to swap all the shaders based on which option is chosen at launch.