Steam VR Template

Version 1.7 changelog

  • Detailed documentation
  • Disabled picking up until next iteration
  • Added Settings Menu
  • Added Ghost move
  • Added particles system with teleportation method 1
  • No go teleportation zones with camera fade out
  • Basic vehicle (early version): Step near the vehicle to take possession / control with left trackpad; disembark with right menu button
  • Fixed the 2 moving platforms for testing purpose:
    one by simple actor move (embark/disembark by triggering overlap volume)
    one by matinee (press left menu button to embark & move and to stop platform)
    @PenguinTD Feel free to modify/branch the template whatever you like. It’s an open-source project. What I propose is to try everything that is submitted and integrate it within weekly releases. But off course one-size fits all is not always the best thing for every project, so specific needs may require different branching. For what I think the engine have a hard time moving the SceneRoot and managing pawn movements on its playground when it’s not directly under a controller influence. Dynamic shadows are very resource intensive and I would think they are the topping on the cake that makes it difficult. For now on in 1.7 the 2 platforms are without glitch but I’ll plunge into profiling to find the culprit. I’m developing on a 980 but I’ll try it also on a OC 980Ti.
    The playerstart is a good point. However, 2 things: Am I dumb but now (with 1.7) whatever I put a PlayserStart in the level, and whatever I put my Vive_pawn or not in the level, I always start at 0,0,0. Do you have an idea I think I tried everything.
    @dmorgan I’ve not been able to replicate the error. 1.6 worked well but try 1.7 instead.
    @spaceWumpus For what I know r.setres will set the resolution of the mirror on your monitor. I set it up to 2560x1440 because it’s the resolution of my main monitor. r.ScreenPercentage will supersample and attenuate the blurriness carried out by anti-aliasing methods. You can try it yourself the lower you set screenpercentage the blurrier it gets; values higher than 150-175 will make the engine unstable.

Next iteration v1.8:

  • I’m amazed by ** plugin**, and if he doesn’t mind I’ll put it along the template when he’ll release it. I’ll put also objects/tools/weapons along to try picking up things. The reason why I will not use environments like the stylized low poly one on the marketplace is to keep this template open-source, without any copyrighted assets and as small as possible.
  • Fixed vehicle: Embark/disembark switch (with controllers), will look at vehicle location in relation to vive pawn; probably will be better following hands collision pickup
  • Inclusion of Vive_Character
  • Vive_pawn and Vive_Character spawn on PlayerStart

Feel free to contribute !