Port the game to VR!
This isnāt a full VR conversion but rather a way for me to dip my toes into Godot VR by porting one of my preexisting games into a new VR environment. This was inspired by the official Mojang Minecraft VR Theater mode which uses a similar setup of the game on a screen in a custom VR environment.
Final fixes and upload Windows Binary for demo
If you have a VR Headset you can try it here (https://github.com/ColinVanderMeer/UntitledFishingGameGodot/releases/tag/VR-1.0)
Added new easter egg that is relevant to VR. (Note: the character normally moves much more smoothly, I just have drift on my quest controllers š)
Log in to leave a comment
Fix the joystick working in menus and redo other controller code to use new input emulation method. Now the game is fully playable and just needs some polishing
Log in to leave a comment
Finally get the rest of the controller buttons working. Which apparently includes deleting the OpenXR Action Map, because for some reason if I ever had an OpenXR Action Map all of the controller functions would stop working, even if I mapped up all the buttons, they just wouldnāt workā¦
Log in to leave a comment
Got controller tracking working. This took a lot longer than it should have because it just didnāt work in my initial project and I had to make a new project and copy over all the XR files/settings from that one to make it work. I donāt know what was broken⦠but itās working now
Log in to leave a comment
Get subviewport working and rewrite all scene changing code to replace subviewport scene instead of actually changing scene.
Log in to leave a comment
Finish Cabin layout (I do not think I am at laying things out in godot 3d properlyā¦)
Log in to leave a comment
Got Godot XR working and planned what the environment the player is in should look like
Log in to leave a comment