Thanks! I just uploaded v1.0.1, I think that one should work with WMR. This is my first time using the new OpenXR stuff, so I’m still getting used to it lol
If you have time, give it a shot and let me know if it works~
Thanks! This is a shader I wrote for Unity’s universal render pipeline, although it likely would be better done as a render pass. I plan on writing about this in more detail later this week/weekend in a postmortem, and in a shader breakdown.
The source code is available, if you’re interested in taking a look (the main shadergraph, and a subgraph for each ping sweep):
Ah yep that did it :p Gave it another go, and it all worked as expected, thanks! I don’t usually stand in the center of my playspace, so the title screen was just far enough away that it seemed like a pointer interface. One approach you might consider is lerping the title screen to be x meters in front of the player, if the title screen is greater than x meters away? Just an option to think about!
It’s a good game, pretty fast paced too! Once I realized that the gems respawned, it was much easier to plan out a strategy. Nice work, it looks great, and it was a nice challenge!
Cool concept, I really like the environment you made! I wasn’t sure what to do once I had found the match - I saw someone mention below that you were supposed to place the planet on the solar system, but I wasn’t able to pick up the planet after making a match. Maybe that’s an index thing? Nice work overall!
Hey, sorry, I probably wasn’t clear enough with the in-game instructions. Controller input instructions are always a bit of a friction point, since they can be rebound via SteamVR, and the layout/names differ between controllers. You can start/stop the game via the menu, from the “Game Settings” tab.
Oculus: Left controller Y Index: Left Controller A Vive: Left Controller Menu (upper button above the touchpad)
The double translation gives this game a super unique theme, I've never seen lemons being associated with Halloween before! I had a bit of trouble with index controllers - the gun wouldn't shoot in the game scene.
Overall, I liked it! The game had a lot of charm, and I can see you put a lot of effort into it. Nice work!
The double translation gives this game a super unique theme, I've never seen lemons being associated with Halloween before! I had a bit of trouble with index controllers - the gun wouldn't shoot in the game scene.
Overall, I liked it! The game had a lot of charm, and I can see you put a lot of effort into it. Nice work!
Unique approach to locomotion, I liked it! I saw all the warnings in discord, and remembered to play seated. Didn't get sick playing, but I wasn't able to turn at all (index controllers) even after fiddling with the controller bindings in SteamVR. I was able to get a few pieces of candy, but wasn't able to finish the maze.
I had a bit of trouble getting momentum at the beginning, since I kept hitting the ground partway through a swing, but I got a bit better after playing a bit more. It might make players sick, but maybe adding a button to pull the pumpkin towards the grapple point would be something to experiment with?
Overall I'm impressed, I can see you put a lot of work into it. Keep at it!
Nice work! I played the updated version from your gdrive link.
It had a fun premise, and a unique grappling mechanic. I ended up dropping the guns by accident a bunch of times (index controllers, so no rigid button for gripping), and so I had to bend over a bunch to grab them again. One thing you may want to try next time would be to have the guns return to their most recent holster on release.
Impressive overall, I liked it!
Very scary! I don't think I'll ever get used to jumpscares in VR haha!
Visually, the game looks fantastic. The candy was super cool - I really liked the rustling SFX, and all the little candies falling out of your hands. The white blankets on the enemies were a really nice touch, very nicely animated!