DevLog #7: Sometimes the easy stuff is the hardest


VR is still a very new medium, and yet even as a developer who knows how *detail oriented* game development is I find myself playing games and sometimes saying things like "How on earth did they miss this?!  This is like VR 101 right here!"

Well, here I am, with the latest available build of my game with smooth turn... and the smooth turn isn't properly configured for roomscale.

How did I miss it?  Well, at some point I stopped playing games with a wire and I honestly don't use the right stick much at all anymore, I just turn with my body.  When I added smooth rotate, I did so mostly for my own use; sometimes it's easier to develop and test seated so I needed to be able to turn.  In a seated configuration, this bug doesn't occur.

There's a silver lining to this little cloud though: as you may know, I said something about Snap Rotate being available tomorrow about two yesterdays ago, lol.  It just seemed like it was off somehow when I was testing; I don't usually use snap rotate but I was trying it out in other games and it just felt waaaay better than my implementation.  I *think* that was largely due to the roomscale bug with my smooth rotate; the problem was just more obvious/annoying in a snap configuration.  But I couldn't put my finger on it.

Thank you to Strayce for reporting the issue with smooth rotate; I might not have figured the snap turn stuff out as quickly otherwise.

Wish me luck on the new build! <3

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