DevLog #3: It works on Windows...
Soooooo... for the past 3 days or so I've been picking at getting a Windows release out for the project as I've had some folks ask me about it. I had a stubborn issue on the SteamVR side of things though where the resolution was messed up. As I experimented I realized it was actually the SteamVR menu being up and lowering the background resolution of the game but the menu wasn't showing up.
One of the little technical details of the project so far is that it doesn't use the full-blown OpenVR (SteamVR) and Oculus SDKs. It uses the subsets included in the legacy XR system on Unity. I do this to keep filesize down and because I don't really like any of the examples in either SDK, nor their particular input interfaces. But now I was thinking "Maybe I need the full SDK for the menu to work right"
Last night at about midnight I decided to play another VR game to relax, to realize... it wasn't rendering the SteamVR menu either. After a quick restart... the issue went away. Luckily this happened *before* I had to do the asset run-around in SDK land. I got builds put together so they could upload while I sleep (I have a blazing 2mbit up connection) and now they are available!
Download the windows release by clicking here! (Compatible with OpenVR and Oculus headsets)
(The reason for a Dropbox link: the build is bigger than the max itch.io filesize. Please let me know if there's any problems downloading.)
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Quintessence
A cyberpunk/cyberdelic VR experience
Status | In development |
Author | PushyPixels |
Genre | Adventure |
Tags | Cyberpunk, index, oculus, Oculus Quest, Oculus Rift, quest, rift, Virtual Reality (VR), vive |
Languages | English |
More posts
- DevLog #7: Sometimes the easy stuff is the hardestAug 12, 2020
- A letter to all our new fansAug 10, 2020
- DevLog #6: A bumpy SaturdayAug 09, 2020
- DevLog #5: New name! Sidequest launch! What a week!Aug 06, 2020
- DevLog #4: First character progressAug 05, 2020
- DevLog #2: Version 0.11 is available for Quest!Aug 03, 2020
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