Ambiera ForumDiscussions, Help and Support. |
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Need people to test the new PCVR for me and supply me with feedback. everything i believe is perfect except the hands now my last fix on the headset rotation did something to them, but i will fix soon. Headset connected first before launching the game. may or may not have to set meta as openxr runtime in the link app. Reset your view with the right controller menu button after the game loads you in. after test give me some feed back. https://archangel-ambieraforums.... |
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When resetting your view best to hold your hands outstretched in front of you before you reset it. Just for now until I fix the hands. |
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Well, I tested it :) As a seasoned VR player, it's immediately obvious to me that the world is rendered identically for both the left and right eyes. Even blinking alternately reveals that there's no rendering distance between the eyes. However, there is a difference in rendering distance for weapons and hands. I don't understand how this works. Furthermore, the player's movement on the stick is relative to the world, not the player's view from the camera, which is incorrect. However, I understand that this is only the first version, and I'm already glad that it all runs on Windows. I'm looking forward to new and improved versions and, if possible, participating in the alpha test. |
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Thanks for the feedback ahh your right I think I broke the eye separation by trying to tie the player to the camera pos because I was trying to get it to respect the cameras collide when moved but that wasn’t successful. I will tweak that and movement. Also did the buttons work on your end. And I think you have a 3s correct? So it did align and everything on your headset? The image looked good it just needs more separation? |
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i uploaded a new version same link, this should fix this portion you mentioned:: As a seasoned VR player, it's immediately obvious to me that the world is rendered identically for both the left and right eyes. Even blinking alternately reveals that there's no rendering distance between the eyes. |
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@archangel I probably won't be able to test the updated version today, but I'd like to add some additional information about the previous version. I'm experiencing stuttering and screen tearing, but I know the cause for sure. The game scene is overloaded with models and animations. It's seriously lacking optimization. In general, I highly recommend using simple scenes with minimal details and objects for testing. I'd also like to point out that even with collision enabled for the camera player, they still only move along one plane, with no ability to fall or jump. And, as I noticed earlier, the hand model's movements don't correspond at all to the movement and rotation of the controllers, but I think you're working on that. Otherwise, all the buttons on my Quest 3S are responsive and work. |
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Okay that’s fine. And you are able to rotate and move the hands they are just limited as to not go too far from the player/rig. But as of right now, I believe I fixed the ipd, added xrRig node for locomotion, so no longer use camera. Collision works so collide when moved is fixed. Added jump and working on climbing with hands. So player does fall and is able to jump. |
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I believe this version is it guys! Go and head over to this link and get the download and try it. Come back with feedback. This version fixes views- views do not use same exact image Fixes hands rotation limits- can now rotate freely and naturally Fixes xr spaces- now rig/views/hands/camera all use the same space. Added Jump and climbing. let me know your thoughts after! https://archangel-ambieraforums.... |
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After several unsuccessful attempts with WebXR, I was a little skeptical about trying this, but you know what? The Windows .exe approach with this early version finally seems to work very well with Meta Quest 3. And it makes me optimistic that this could be the breakthrough for modern, accessible VR design with CopperCube. Maybe we don't need to focus on Godot for now to have some fun with VR development if we can also get this working with CopperCube. So if help with further testing is needed, I am happy to assist. I'm really glad to hear from you again, Archangel, hope you are well. Thank you very much for sharing and congratulations on the impressing result! Great work, keep it up! |
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Thank Hadoken that means a lot. And i really wanted to get intouch with you again. However since then i lost my old phone and your contact with the app we used. But really glad to hear from you again. Also did you notice anything you may think needs improving? Currently i am working on getting us a working full body ik system. Howevery it is very troublesome. i added these new scripts to the engine to help get it working:: ccbGetAnimatedJointPosition ccbSetAnimatedJointPosition ccbSetAnimatedJointRotation But have yet to get a working one yet, because i know im being over ridden by the animation system. I got it working on webxr by adding a block to all joints being controlled by the ik but its harder in this version. |
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Also real-time shadows do not work currently. I have made serval attempts to try but the way coppercube handles the shadow system is very very troublesome. |
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Hello @Archangel, basically everything works really great, the stereo effect of the hands is perfect. Maybe the stereo effect of the environment could be emphasized a little more, but it's fine as it is. Peanuts I noticed: I would set the rotation with the right thumb stick a little faster or switch directly to snap rotation. The height of the camera seems a little too high in relation to the NPC. Maybe you could make a .ccb project template and the corresponding CopperCube custom OpenXR binary of the current state available on itch.io, in early access, or even commercially, so we can experiment with it, build and try out more custom scenes to see where issues may arise from. I would love to support the project. |
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Perfect, so far its been tested on Quest2, Quest3s, and Quest3. All with promising results. I thought the same about the right stick's rotation speed. ill adjust it. I will be doing a few more minor tweaks before i release. Although, I should let everyone know that this will actually be a paid extension. As you know im sure, that i put a long time and hundreds of hours into this and vr for coppercube in general. You guys dont see all that i go through but, literally almost lost my relationship because im always on the computer 24/7 because i know how important this is for me and my game development as well as those who have been waiting to see vr arise on coppercube again. Once, released CopperCube will actually be the easiest game engine to build vr games in. Yes we will need more behaviors and things to get on par with what other engines have, but none will be as simple to use as CopperCube. And before anything I appreciate all who have tested this and who support me bringing this to CopperCube. Once one acquire this extension they will be able to make limitless PCVR games which could lead to limitless possibilities for them and their games. Thanks @Hadoken for all your support especially with the webxr trails. Also, with perfecting this vr on .exe platform I actually know with 100% how to fix and correct the webxr platform for us. But for now it will be placed on the back burner as the exe platform has way more possibilities so that's where my time will be spent for now. Thanks @Rolvix for testing and offering support. Your feedback was spot on and the reason i was able to perfect it enough. |
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what will come with release: I have already made a PCVR Game Template. xrRig prefab with complete camera configuration setup and hands that have two animations. You can always upgrade them. Which also comes with folder nodes that hold all controllers button logics, input for all button presses. Has actions for presses and actions for when not pressed. Idle/move actions for left analog. Jump, climbing, working on pick up and drop and throw. And trying my best for full body Ik system. |
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Most likely I will be releasing the first official version within the next couple of days. I’ve successfully gained override over the animation system for selected joints, which can work on any animated mesh. I most likely will not perfect the Full Body IK system. It is a lot of work and I’ve yet to get a stable version. However, I will provide 2 working behaviors for IK. One Handles the hands of the mesh, while the other handles the shoulders and rotating the arms. You can get complex with it and add finger joints and tie them to controller buttons for hand animations as well. It works, and has a lot of properties you can tweak and try to get solid results. Otherwise just study the behavior and learn how it works to see if you can implement a better version. I have added a lot of new api global ccb functions for you all to utilize. I will create documentation upon release as well. -Archangel |
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