Make Raycast car controller following this tutorial series (why do we completely rewrite the entire controller in 10 seconds at the end 😭)
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Make Raycast car controller following this tutorial series (why do we completely rewrite the entire controller in 10 seconds at the end 😭)
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Port the game to VR!
This isn’t 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 😭)
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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
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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 wouldn’t work…
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Got controller tracking working. This took a lot longer than it should have because it just didn’t 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 don’t know what was broken… but it’s working now
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Get subviewport working and rewrite all scene changing code to replace subviewport scene instead of actually changing scene.
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Finish Cabin layout (I do not think I am at laying things out in godot 3d properly…)
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Got Godot XR working and planned what the environment the player is in should look like
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