NokiMo
FuroticVR
FuroticVR

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New Build!

Hey guys,

Sorry the build is a little late! I ran into an unexpected issue at the last minute where Unity was refusing to compile. I think Visual Studio was corrupted somehow when I installed a new version of Unity the other day.

As promised, this latest build enables you to adjust your size. See the latest update for full details. Enjoy!

Click here to download!

PS: I should warn you the dynamic bone stuff has been disabled in this build, so you might want to keep the old version around if you need that. I had to recreate the player rig when I updated the API to support scaling and that undid all my work setting those up. I'm gonna try to make it so the setup for that is automated in the near future so I don't have to manually add all those hand colliders to every avatar but I haven't been able to get to it yet.

Comments

So I am curious. We have this lovely menu that has lots of great sounding options.... it does absolutely nothing. The game is exactly the same in every way except the size change. Or am I missing something? lol

BadBunny

I don't have a Trello, but I have a Twitter where I post smaller intermediate updates on occasion, and I posted a small update there yesterday about what I'm currently working on: https://twitter.com/FuroticVR Believe me, I'd love to tell you all the ideas I have for features I'd like to implement, but I don't want to over-promise things or set people's expectations too high too soon.

Furotic

So what's next on the plans? Fixing the jiggle physics is one thing, but do you have a Trello or something for us to keep better track of what the overall plan is?

Yttreia

Oh yeah, sorry. Adding it to steam did the trick

jimrus

Have you added the game to Steam via the button at the bottom of your games list? I don't know if that's required for Oculus or not. I don't have one to test with. From what I can tell the bindings for Oculus are unchanged from the previous version. You do have to have the game added to Steam to be able to adjust controller bindings as well, which is what you should try next. It may be there's no binding for Oculus included for some reason. Can anyone else with a Rift S chime in and let me know if the demo is working for them or not, and if you had to create a Steam VR binding for it to work?

Furotic

Hiya, very excited for the new build. Unfortunately, the new update seems to have broken the keybinding of my rift s. Can't select any options from the menu and movement is disabled too. I also seem to be unable to change the keybindings myself. Other games work fine though. I'd appreciate any help, thanks

jimrus


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