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@JaXt0r JaXt0r commented May 18, 2024

To test:

  1. Checkout branch: feature/modularization
  2. See image 1: Install HVR (Assets/HurricaneVR/*) and Activate it via Menu in Unity
  3. See image 2: Skip main menu in feature flags (not working as of now).
  4. What should work with HVR:
    1. Climbing
    2. Chest opening
    3. Door opening

Then the game should load and place you. You can now start testing.

Known issues:

  • The main menu isn't working with HVR so far. I think it's related to the fact, that the HVRPlayer has no menu set up so far
  • When you enter the game, it always spawns you at 0,0,0 (So lean a little forward when hitting "play". Otherwise the character will fall through the ground

Helpful hints:

  • See image 3: You can always check if you're currently using HVR or OXR.
  • When you want to implement main menu etc. Just hit "Deactivate HVR" in the same menu. Then the game boots with OXR logic and you can compare
  • Image 4: The custom HVR adapter logic and OXR adapter logic is now in a separate module

image

image

@JaXt0r JaXt0r changed the title Feature/modularization Modularization + HVR introduction May 18, 2024
JaXt0r and others added 18 commits May 19, 2024 06:51
Fixed ladder (adding climbable component to the object with mesh collider, also adding HVR Grabbable and setting grab type to physic poser as we don't have any static grab points)
Fixed UiPointers (added HVRInputModule to player prefab and registered Ui pointers on start using new little script HVR_RegisterUiPointers, also each canvas needs to be added to HVRInputModule UICanvases, so each canvas needs HVR_RegisterUiCanvas script to be added to the input module on start)
Added HVR grabbable to LabVobHandAttachPointsLabHandler so we can grab and play with all spawned objects
all wrapped up in checks if GVR_HVR_INSTALLED

tag and collision matrix changes are HVR defaults
…rabbable component attachments to Adapter logic.
…he same time the event is fired, we now provide it as parameter instead using Find(). (find won't work same frame a GO is spawned)
…s from ZenKit. Ensuring Components will stay and can easily be changed inside prefab.
@JaXt0r JaXt0r linked an issue May 23, 2024 that may be closed by this pull request
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Meshes - Reuse existing component from prefab on Vobs if existing

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