u/LogPuzzleheaded4521

▲ 0 r/vrdev

Question / discussion on what makes a vr game presentable or completed, what makes it fun how do people play with vr /full body tracking games

Trying to create a vr game that's mainly full body and hopefully with the vr headset acting as the camera/head so you don't have to continously look at the screen while standing to play it

Game wise it's like hole in the wall you gotta match poses but twisg is they come in 4 directions, north south east and west so you have to look around if the wall that's coming towards you that show what pose u have to do isn't in front of you

There's a health system of 12 so if you fail 12 times you lose but there's nothing to show that you lose only shows In console of unity so I have to add that

If your able to complete 5 poses your sent to a long rectangle plane where u have to run or jog on the spot so Locomotion to move and avoid walls that slowly moves towards you, if u get caught in a 10s time span you lose if not your sent back to continue doing poses repeatedly

So now im in a scenario where I know I need to make like maybe a panel/text to pop up where if you lose it'll stop the game and the text pops up, make a win condition that's probably to complete 10 or 15 poses in total so I'll make it probably 5 poses, zombie run > level 2 text pop up and increase speed of wall poses by a lil > 5 poses, zombie run > Final level, you won! Text

Change out all the cubes and rectangles and find assets or models to just import in so it looks better, add in sound cues for correct or wrong poses, a sound effect to continously play if the wall is nearby you when your jogging on the spot to move in game

What else would I even need to add then to make this a 'complete' demo or prototype game that's presentable to people? I don't understand as the comments I get are it's still far off from it or that there's nothing really fun to it to entice or motivate yourself to keep playing or finish it but I also don't have any other ideas or thoughts to it even after searching and watching videos of vr games as I have no experience with it or playing it?

Any thoughts, comments or questions will be appreciated as I think I'm really lacking to understand what's expected for a vr game /full body tracking game, dms would be fine too if you have questions or stuff

reddit.com
u/LogPuzzleheaded4521 — 1 day ago

What makes a vr game fun/decides a vr game is completed or presentable?

Trying to create a vr game that's mainly full body and hopefully with the vr headset acting as the camera/head so you don't have to continously look at the screen while standing to play it

Game wise it's like hole in the wall you gotta match poses but twisg is they come in 4 directions, north south east and west so you have to look around if the wall that's coming towards you that show what pose u have to do isn't in front of you

There's a health system of 12 so if you fail 12 times you lose but there's nothing to show that you lose only shows In console of unity so I have to add that

If your able to complete 5 poses your sent to a long rectangle plane where u have to run or jog on the spot so Locomotion to move and avoid walls that slowly moves towards you, if u get caught in a 10s time span you lose if not your sent back to continue doing poses repeatedly

So now im in a scenario where I know I need to make like maybe a panel/text to pop up where if you lose it'll stop the game and the text pops up, make a win condition that's probably to complete 10 or 15 poses in total so I'll make it probably 5 poses, zombie run > level 2 text pop up and increase speed of wall poses by a lil > 5 poses, zombie run > Final level, you won! Text

Change out all the cubes and rectangles and find assets or models to just import in so it looks better, add in sound cues for correct or wrong poses, a sound effect to continously play if the wall is nearby you when your jogging on the spot to move in game

What else would I even need to add then to make this a 'complete' demo or prototype game that's presentable to people? I don't understand as the comments I get are it's still far off from it or that there's nothing really fun to it to entice or motivate yourself to keep playing or finish it but I also don't have any other ideas or thoughts to it even after searching and watching videos of vr games as I have no experience with it or playing it?

Any thoughts, comments or questions will be appreciated as I think I'm really lacking to understand what's expected for a vr game /full body tracking game, dms would be fine too if you have questions or stuff

reddit.com
u/LogPuzzleheaded4521 — 1 day ago
▲ 2 r/unity

2d unity game map/layout of world must be tilesheets?

Working on a very very small 2d unity project that's just the regular wasd movement, left clicking for attacking and what I think is the best part of the game, a unknown language that u gotta translate to English based on symbols so u collect objects then a pop up will appear saying like 9 = apples and it'll be stored in a dictionary like that u can view via button ad is scrollable while having enemies in game

Main question is must I really learn tilesheets just to make the layout of the map so it's not just all default camera blue when im walking around? And to my knowledge and what I searched it's 1 of the few ways to make a border like boundary so if I give this to my friend to test/play they can't walk to who knows where and be very far from the hard coded/placed objects and enemies while always seeing the 2 buttons on screen to win or view their 'dictionary' of words

Tldr how make layout of map without learning tilesheets so camera won't always see default blue and can have border/boundary zone to not move too far from intended gaming zone in 2d unity for project

reddit.com
u/LogPuzzleheaded4521 — 2 days ago
▲ 2 r/unity

Unity codex/dictionary/journal function

Newbie here not really used to usee C# but have some basics/fundamentals but not to a high level but have experience to python

Trying to make 2d game and journal system where when you pick up a item it'll be recorded but I'm unsure of how to make it flexible /not hard coded to my knowledge I understand that it's just a sprite that has a box collider 2d, is trigger on so when player walks to it it can be destroyed and makes a panel pop up then you add in a button to close it

Dictionary wise though is harder for me to understand as even though it seems to just be a panel and it'll be a code to show the sprite'S text I can't really think of a way to make it flexible or not hard coded

Am I trying too hard already for a basic prototype/project and should start simpler? I've made it be able to walk around, a simple hp bar and attack system to spawn a thin rectangle that does damage and destroys enemy sprite once hp reach 0 but other then that I've only done keypresses and code changes to do like asking input and giving a answer depending on input

reddit.com
u/LogPuzzleheaded4521 — 5 days ago
▲ 1 r/vrdev

Can anyone advice my next steps for my game prototype?

I'm unsure if I can give alot of details but the overall is that I'm trying to do a game with sensors mainly on lower body but can also be placed on full body like ankles thighs hip wrists and 1 on the head alongside a meta quest 3 and the controllers

My unity project has the packages installed like animation rigging xr interaction OpenXR, input in the unity setting set to both The model I got is off the unity store page for free with a high rating and settings in unity is already set to humanoid and T pose

I have to somehow crunch out atleast 2-3 mechanics so it atleast seems playable and immersive which I planned on doing movements but the script is either moving the camera and controllers when I do a movement but causes body to not follow alongside body or always moves where ever the camera is looking despite not doing a movement while also having to plan and make you be able to do other physical body movements to avoid maybe obstacles

The character rig seems to all be done but I have issues with I think my hands as it's well not being a hand it's being bended to the forearm and when you press play it becomes really long and doesn't follow the body, making and rerigging in a whole new unity scene following a tutorial seems to also mess up as the camera doesn't follow the head and is either making the head and camera float above the body or below the body too

How what should I do? I've been watching valem tutorials and immersive insiders from oldest to newest but none of it seems like something I could use except have more understanding of meta Avatar's, vr and how to do hand and controller things but my goal would mainly be about body movements with my lower body and not really focusing on the vr controllers except the vr headset to be how you view the game and direction you move

reddit.com
u/LogPuzzleheaded4521 — 13 days ago
▲ 1 r/vrdev

How to vr rig model?

​

Made a new unity6, 73f1 version and added in all the things AI told to use if I planned on using vr headset and controllers for my head and hands and after doing it my head is like going below the Avatar's feet or in between the legs of avatar while camera itself is high ish? Can't really tell but camera seems to be abit too high, rigging wise I made a empty game object and called it rig and gave it rig component,

Tdlr Camera being above avatar model but the head is being moved to feet or in between legs area, Hierarchy is XR Origin > camera offset > Left hand controller, Right hand controller, Main camera, Avatar model

Avatar

Previous post where it was working but hands were distorted and very long

New to unity and even vr in fact but no experience with playing vr either, took up a project for full bodytracking and vr

So far everything has been going well for making a POC proof of concept of the game however is lacking, not much nor even movement system done for the body tracking proportion, main reason of post is when I added in the VR and installed the XRI XR stuff I think I needed from videos and AI and added in the left and right controllers then activated them on the left hand one right handbone, camera to head for example the model will just be incorrect in a sense when you press play and look at the body in game/in the scene like head dropping off(reverted back to project copy to avoid but still..) both hands looking incorrect and becomes really long and is at the back of the body?? Like the hands would and should be at the sides of the body but it's now at the back of the body so I think it's the controller issues or when I activated it but when I redid it and moved them it didn't seem to fix the issue and so far AI wasn't able to help or found any videos for it

Couldn't find a way to fix and with 3 days left before a deadline hoping reddit could help 🙏🙏

reddit.com
u/LogPuzzleheaded4521 — 14 days ago
▲ 0 r/unity

Made a new unity6, 73f1 version and added in all the things AI told to use if I planned on using vr headset and controllers for my head and hands and after doing it my head is like going below the Avatar's feet or in between the legs of avatar while camera itself is high ish? Can't really tell but camera seems to be abit too high, rigging wise I made a empty game object and called it rig and gave it rig component,

Tdlr Camera being above avatar model but the head is being moved to feet or in between legs area, Hierarchy is XR Origin > camera offset > Left hand controller, Right hand controller, Main camera, Avatar model

Avatar

Previous post where it was working but hands were distorted and very long

New to unity and even vr in fact but no experience with playing vr either, took up a project for full bodytracking and vr

So far everything has been going well for making a POC proof of concept of the game however is lacking, not much nor even movement system done for the body tracking proportion, main reason of post is when I added in the VR and installed the XRI XR stuff I think I needed from videos and AI and added in the left and right controllers then activated them on the left hand one right handbone, camera to head for example the model will just be incorrect in a sense when you press play and look at the body in game/in the scene like head dropping off(reverted back to project copy to avoid but still..) both hands looking incorrect and becomes really long and is at the back of the body?? Like the hands would and should be at the sides of the body but it's now at the back of the body so I think it's the controller issues or when I activated it but when I redid it and moved them it didn't seem to fix the issue and so far AI wasn't able to help or found any videos for it

Couldn't find a way to fix and with 3 days left before a deadline hoping reddit could help 🙏🙏

reddit.com
u/LogPuzzleheaded4521 — 14 days ago

Is there a way to 1 shit create a square ish roof that resembles like a triangle so like a pyramid that keeps going up but every time it goes up it'll overlay a little over the previous layer of square/triangle ish part like a japanese roof tile home where there's multiple layers of shingles but every layer above would overlay the previous abit? I feel like the obvious answer would be to copy and paste but because this will be graded from what my friend said I don't think I should do that

I've tried with a cube and sloping, beveling and extruding but it seems like it'll only keep going up and not produce that overlayint previous layer effect so I'm stumped after finishing up my base for this build and decided to do the roof instead of everything else

reddit.com
u/LogPuzzleheaded4521 — 18 days ago

Does anyone know a tutorial that mimics movement for example cult of the lamb? Or other such games like a general top to down game where your character looks the way your moving and animation plays?

I've seen a few videos like DeltaStarStudios, GameU AJ Ordazz and tried implementing in mine but seems like it just doesn't work or manually coding in the angles to do so or turning off set angles doesn't really do it but it could also be my sprites issues but I doubt it as sometimes the animation itself doenst play and is still going a full 360 instead of - 90 degrees for example when going left..

Sorry if seems like a lazy post but I'm unsure of anywhere else to ask while I keep watching videos and trying

reddit.com
u/LogPuzzleheaded4521 — 19 days ago

Got introduced to construct 3 which I think is similar to scratch 3 if I can say, oy got some basic experience with unity blender unreal allat but what caught my attention most is the sprites, characters and animations

Not even the coding orike stuff just those and I'm not rlly that good in art or design so I stopped after 20mins messing around in pisart and went to gpt for sprite map? I don't know what it's called but seems like sprite sheet to construct

Okay actual question part is which what do I decide to use as my character itself that's always seen if not doing a animation like walking? And also is it possible to like edit and make the sprite centered and how to not make the background have a white space despite it not showing anything in the sprite sheet animation part + what am I doing something wrong when animating the walk animation? I'm setting the thing to when walking play this animation but it's not showing the animation it just changes sprite then loop plays the animation once I stop moving and doesn't change back to original sprite image so like I press play again > move once, changes to sprite image of animation with white background >stop moving then animation gets played n loops cause I put it to loop like tutorials show

reddit.com
u/LogPuzzleheaded4521 — 22 days ago

Other day made a post lf friends for gifts and got about 25 but after a few days seems like barely 10 always send gifts but accepts mine..but wt the same time can't exactly tell who gifts back daily to u friend the others

How do you guys tell?

reddit.com
u/LogPuzzleheaded4521 — 23 days ago
▲ 2 r/unity

Tdlr avatar hands distorted instead of being at sides of body like normally when you play it's behind the body and becoming really long, no experience all vibe coded and videos YouTube tutorials

New to unity and even vr in fact but no experience with playing vr either, took up a project for full bodytracking and vr

So far everything has been going well for making a POC proof of concept of the game however is lacking, not much nor even movement system done for the body tracking proportion, main reason of post is when I added in the VR and installed the XRI XR stuff I think I needed from videos and AI and added in the left and right controllers then activated them on the left hand one right handbone, camera to head for example the model will just be incorrect in a sense when you press play and look at the body in game/in the scene like head dropping off(reverted back to project copy to avoid but still..) both hands looking incorrect and becomes really long and is at the back of the body?? Like the hands would and should be at the sides of the body but it's now at the back of the body so I think it's the controller issues or when I activated it but when I redid it and moved them it didn't seem to fix the issue and so far AI wasn't able to help or found any videos for it Couldn't find a way to fix and with 3 days left before a deadline hoping reddit could help 🙏🙏

reddit.com
u/LogPuzzleheaded4521 — 24 days ago