We also expected a lot of Roblox games to work out of the box once we invest in VR-friendly camera/control schemes. When we launched VR support in 2016 we didn’t clearly understand the interaction patterns and expected that if you have a VR headset connected, you want to use it all the time. One problem with this is that all content will use VR whether you want it or not. While convenient if you always want to use VR, this behavior presented significant challenges when you want to use VR occasionally - especially when using SteamVR. When working with SteamVR devices, this meant that Studio or Client would automatically start up SteamVR - this is the behavior dictated by SteamVR SDK. This was true for both Oculus Rift devices (that work when side-loading is enabled) and SteamVR devices like HTC Vive or Valve Index. If that was the case, we would assume you want to start Roblox in VR mode. Up until this week, the way we’ve worked with VR devices is that upon launch, client/Studio would try to see if you have a VR device that’s connected to your computer. This doesn’t affect you if you are using an Oculus Rift or if you don’t have a VR device. TL DR: Make sure SteamVR is running before launching player/Studio if you want to play or develop in VR. We’re changing the way Roblox client and Studio integrate with SteamVR-supported headsets and this post explains how and why!
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