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BendyVR Early Access 0.1 (Chapter 1)

🕑 Added 2022-10-29 17:04:30 +0000 UTC
BendyVR Early Access 0.1 (Chapter 1)

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If you are talking about strafing, this was a known issue in the 1st version not many people noticed. Its fixed in the next version dropping shortly

Michael Falsetti

Controls are inverted for the quest 2.

Thank you guys so much I made a video on this on a channel called mickscrazy but love to see chapter 2

Thank you. Always nice to hear from people, which makes me feel the late nights we worth it. New version this week which is much better. Lots of improvements and Chapter 2 support

The red lines in the console will happen if you fall through the floor. There is a new version coming this week with Chapter 2 which fixes the floor issue and is a big improvement on this first version. Playing via air link was not the issue.

Unfortunately, I just keep running into problems. I have fallen through the floor twice, which is odd. Playing on the Quest 2 Air Link. Switched to the Link cable and will try again. Might try through the Rift S next instead. Really want to play it, so I will keep trying. At one point the command window went crazy with a bunch of red lines. Is there a way for me to see what that was?

I loved this so much thank u I'll make sure to post my video on YouTube ☺️

Tomo

cool cool. I fired up the game and is indeed well playable with controllers. Great job so far!! (I wouldn't even know how to remap the controllers to xbox controller, didnt see anything in steam which was intuitive ) . Also just to make sure, the level ends when you get the axe and arrive in the room with 2 coffins, yes? black screen appears and all stops - correct?

Any chance you can invert the walking and then fire me over the SteamInput binding so I can add it as default for Cosmos?

Playing on the HTC Vive Cosmos, the control mapping didn't work, I had to map everything manually and even then the walking was inverted. Other than that I loved it!

I hear where you are coming from although I would say you are probably in a small minority or people who want this. We don't delete the original function. The difference between this and something like Luke Ross is that by altering the engine we are actually utilising the native SteamVR (OpenXR) implementation of Unity. Therefore we are bound by how that behaves. By default I don't think SteamInput provides this mapping for me as it expects at least a motion control. What I would try doing is starting the game with the Xbox Controller attached and then launching SteamInput (via the SteamVR menu) and see if you can select your Xbox controller and map the functions to it. See how far you get in game with that, and if it somewhat works I can probably add something to remove the hands and reinstate the axe animation

Tomo

Personally I find it rather inconvenient. not a fan of these Quest controllers at all. I enjoy to play the games like they were originally intended with xbox controller 1) I am playing all Luke Ross mods with Xbox/PS5 Controller, used to it , works great - love it. 2) Then with Quest controllers I cant play really in front of computer and screen as I will smash all up, so I need to find inconveniently a spot away from it, somewhere in the room with cable connected to my Quest 2. Standing up is never my thing, gets me dizzy in VR quickly. Never when I sit. 3) The controllers are awkward for me with odd button placements , never playing with them unless I have to (Half Life) and I wonder why would you guys delete the original function of controller support which comes with game anyway, and rather ADD the motion controllers as option for guys who want to play that way, like Praydog does.. I bet many like to stick with Xbox controllers.. Yes, would be great to play it with X-box controller if possible! I wait :)

It would technically be possible to get something running without the motion controls, although I'd have to branch quite a bit of code. Not high on the priority list but may be possible down the line if enough people wanted it. Can I ask why? Are you on a headset with no motion controls?

Tomo

is gameplay with XBox x controller possible ?

Split Enz

Awesome mod, really looking forward to the next chapter.

Great... Thank you!

Yes that's correct... the rar file.

Hello! Can't wait to check this out. The file to download, is it the one in this post?

Thanks for that. That error happens usually when the PlayerController has fallen through the floor. Can happen when the camera gets too far off center. For the final release I hope the "real" room scale changes will fix this.

Played through, very cool! Thank you! :-) Had 1 crash, after going down the stairs... The log-window logs 2 infinty... [Error : Unity Log] Screen position out of view frustum (screen pos 2120.000000, 0.000000, 20.000000) (Camera rect 0 0 2120 2140) [Error : Unity Log] Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "PlayerController(Clone)/HeadContainer/VrCameraParent/GameCamera_PostProcess/AudioCollider" : : [Error : Unity Log] Screen position out of view frustum (screen pos 267.000000, 992.000000) (Camera rect 0 0 2120 2140) [Error : Unity Log] C:\buildslave\unity\build\Modules/Audio/Public/sound/SoundChannel.cpp(209) : Error executing m_FMODChannel->set3DPanLevel(panlevel) (An invalid parameter was passed to this function. ) [Error : Unity Log] C:\buildslave\unity\build\Modules/Audio/Public/AudioSource.cpp(927) : Error executing channel.set3DPanLevel(cache.spatialBlendLevel) (An invalid parameter was passed to this function. ) : : Halted with Ctrl-C, restarted and then I could finish the demo. What occured to me throughout the game was, when I collided with i.e. a box or a chair, after that my walk speed seems slower despite the object was not in my way anymore. Had to stop and the walk again, then it was ok. Otherwise everything was ok. Win 10 / Quest 2 / Steam

Fantastic! That's great news

Tested with HP Reverb G2 and it works, so no problems with Windows Mixed Reality headsets and controllers. I like it!! Gameplay available tomorrow (in Spanish): https://www.realovirtual.com/articulos/6170/bendy-ink-machine-vr-jugamos-su-primer-capitulo


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