Ambiera ForumDiscussions, Help and Support. |
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Now includes Haptics (Vibration) Api_Guide explains how to use at the bottom. Plus the template has it implemented so you can see. https://archangel-ambieraforums.... |
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Great Addition @archangel, now we have working haptics! Another THANK YOU VERY MUCH :-))) I've finally found out that the poor resolution I've experienced had nothing to do with the CopperCube part but was set in my Meta Horizon Link App to prevent any lagging over WiFi and which I set long time before and forgot about. Now after setting it back to automatic or to some custom higher value I can finally enjoy CopperCube VR in a never known clarity which leaves me speechless because at first I thought it could be some kind of limitation with CopperCube but which is definitely not! Here are my latest testing results which give ArchXR a big A+++ so far: - true stereo depth visuals: CHECK - realistic world dimensions: CHECK - vr hands for correct proximity interaction: CHECK - smooth & snap turn: CHECK - dynamic adjustable movement & rotation speed: CHECK - adjustable jump & gravity settings: CHECK - strafe movement: CHECK - teleporting: CHECK - high resolution visuals: CHECK - now haptics implementation: CHECK (I love it !!!) The best is that ArchXR lets us use CopperCube's complete familiar, feature rich & easy to use Windows API set making CopperCube with ArchXR currently the easiest 6DoF VR game creation solution on the planet. some decent wishes for future roadmap: - very welcome: freely adjustable snap rotation angle - optional welcome: working default CC water shader material - optional welcome: working default CC dynamic shadows @archangel, do you think there was a chance for the future to also bring this somehow to something that works with Linux instead of Meta Horizon Link (Windows only) App, maybe to SteamVR / AVLR / Monado ...? |
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@hadoken I will look into all of those things and get back to you. Also what setting was that in the meta app that you changed for graphics? Also, do you have a solid collision behavior I could use? If so, maybe email me. |
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Thanks @archangel in your Meta Horizon Link App go to "Devices" -> click the right arrow next to the image of your connected Meta Quest Headset -> a menu should open where you can adjust video transmission settings like refresh rate / resolution For the requested collision behavior it depends what you want to do/achieve with it, maybe could you describe your desired use case in detail? |
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I want to add the behavior to a sword or a sphere mesh then child that to the sword. To detect collision and invoke actions. |
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I think you have at least three options, you can check your sword tip with: 1.) distance/proximity: I do it often around not to equip a sword tip with lots of proximity behavior instances against all enemies but let each enemy check proximity to sword tip instead so I can clone my enemies easier use default proximity behavior or coding example from the docs: var v1 = new vector3d(10,0,0); var v2 = new vector3d(0,20,0); var v3 = v1.add(v2); v3.normalize(); print(v3 + " Length(Distance)=" + v3.getLength()) 2.) raycast collisions (ccbGetCollisionPointOfWorldWithLine): send one or multiple short raycasts against walls or props to detect collision or not do it by code or I can send you @archangel my CopperCube Do At Raycast Hit behavior 3.) bounding box collision (ccbDoesLineCollideWithBoundingBoxOfSceneNode); I could also create a simple vr scene for you to make a sword send controller haptics feedback when moved against a wall or enemy. |
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@hadoken For now I would like to try your "CopperCube Do At Raycast Hit behavior" Besides that, how are you enjoying it so far? Have you been able to get any of your existing games fully functional yet in vr? Future road map for the paid version, I plan on adding a built in UDP client and server, with proximity voice chat. I been working on that for the past few days but got some ways to go. |
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v5 adds built in UDP client/server capabilities w/ proximity Voice, via new ccb functions. Create a behavior utilizing these functions, and then make a udp server in visual studios it is super simple. use same port. ccbMPConnect(host, port) // returns bool ccbMPDisconnect() ccbMPIsConnected() // returns bool ccbMPSendText(text) // returns bool ccbMPPollText() // returns string ("" if none) ccbVoiceSetMaxDistance() ccbVoiceSetListenerPos(x,y,z) ccbVoiceSetRemotePos(id,x,y,z) ccbVoiceSetLocalId(id) ccbVoiceStart() / ccbVoiceStop() New Multi Guide inside. Tested and confirmed it works, havent been able to test the voice yet. But according to my server logs the voice packets are being received and distributed to all clients. https://archangel-ambieraforums.... If you have not bought the pro edition, you should buy it soon. Price will go up very soon. New revised Image inside for "ArchSigil" |
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So, yes you will have to create a behavior and a udp server.cpp. But This gives Coppercube Real-Time multiplayer and Voice Chat capabilities. Works even without VR. I already have a fully working multiplayer with everything:: VoiceChat Spawning remote players tracking their movements and rotations tracking their hands tracking their item visibilities tracking their "shoot" actions and shooting from their remote players on the local players client Can shoot Any type of projectile across clients..ect maybe in the future ill release a basic starter version of multiplayer client/server. |
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@archangel Wowm sounds cool |
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Im a tech person, and i like to read about the developments here (nice work!) but there is one thing i keep asking myself. What region do you come from? And is how is the Market for VR there? In the past i have been thinking on making a game for VR, but here in the Netherlands VR isnt that popular and also very expensive in purchasing (doesnt really matter what brand) . I just wonder what your vision is about that. |
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@ archangel If you make a multiplayer addon that works great and is easy to set up i would be happy to pay for it. |
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@shadynl I am from the U.S Florida. VR is very popular here and yes it is still expensive but no more than PS5 or XBOX unless your aiming for valve or another high end vr headset such as Pimax. But Meta headsets are pretty affordable and very popular which is what ArchXR is tailored for currently. Support will broaden in the future of course. Vision wise, I think everything is pretty affordable right now as i have my platform priced very low right now, though i know some of you may live in places that make $20 U.S a lot more in your currency. It is a one-time payment and then you can make limitless VR content with it and very effortlessly compared to engines such as Unity or Unreal. The current ease of access with CopperCube paired with ArchXR really cannot be matched currently. And for the multiplayer, I do have exactly what your looking for already made. I will think about releasing it. Just two things left to do for the multiplayer. Which is sync all npc's movements & health across all clients And track & sync all players health across all clients Currently PVP is already possible, direct hits can work (thanks to @hadoken for his behavior) and the shoot method works and can shoot literally any projectile by the flick of a variable when shooting. Also has proximity voice chat, but i still need to try an actual test with another person with a headset. But it does make your pc request to use your microphone and the server is receiving and distributing voice packets consistently. |
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@archangel what do you think, would it be possible to convert the meta openxr runtime dependency of ArchXR to Standard-OpenX Rruntime with doable efforts? With this ArchXR could run with SteamVR or Virtual Desktop and thus even on Linux which could give ArchXR another boost. |
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@hadoken yes I am currently working on this very thing. Once I get a working version it will be released. |
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