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I've been trying out the Redirect Walking features for a couple of hours now, and they are almost perfect. I have a large play space and in combination with all features I am just about able to forgo using controller input to move my character. The issue is that the current implementation of "Auto Turn" seems to make me get stuck near real-world walls and corners of my play space, instead of directing me to the lots of open space available.
It would be great if the default behaviour "by rotating the direction you're looking to be inside your playspace, parallel to a wall" would be configurable. The "Use Corner Angle" setting already helps a lot, but I still get stuck near chaperone walls. I would appreciate it if the current fixed perpendicular behaviour could be adjustable. Having a configurable angle that can be set to, or instance 45° would give me some leeway, if at that moment, I want to adjust my course in a way that would steer me towards the chaperone.
I tried cranking up the other features, "Vestibular Motion" and "View Ratcheting" to not get near corners as much, but my body revolted at some point. Furthermore, I also tried an alternative solution, Natural Locomotion. While having a nice UI and working somewhat, it doesn't really give me what I am looking for.
Thank you for providing a tool that comes close. To me, the disconnect between Room Scale and Controller movement is still the biggest detractor to VR immersion.
I didn't find a way to visualize my play space, here's my "chaperone info.vrchap" in case it is helpful: chaperone_info.vrchap.json
The text was updated successfully, but these errors were encountered:
I've been trying out the Redirect Walking features for a couple of hours now, and they are almost perfect. I have a large play space and in combination with all features I am just about able to forgo using controller input to move my character. The issue is that the current implementation of "Auto Turn" seems to make me get stuck near real-world walls and corners of my play space, instead of directing me to the lots of open space available.
It would be great if the default behaviour "by rotating the direction you're looking to be inside your playspace, parallel to a wall" would be configurable. The "Use Corner Angle" setting already helps a lot, but I still get stuck near chaperone walls. I would appreciate it if the current fixed perpendicular behaviour could be adjustable. Having a configurable angle that can be set to, or instance 45° would give me some leeway, if at that moment, I want to adjust my course in a way that would steer me towards the chaperone.
I tried cranking up the other features, "Vestibular Motion" and "View Ratcheting" to not get near corners as much, but my body revolted at some point. Furthermore, I also tried an alternative solution, Natural Locomotion. While having a nice UI and working somewhat, it doesn't really give me what I am looking for.
Thank you for providing a tool that comes close. To me, the disconnect between Room Scale and Controller movement is still the biggest detractor to VR immersion.
I didn't find a way to visualize my play space, here's my "chaperone info.vrchap" in case it is helpful:
chaperone_info.vrchap.json
The text was updated successfully, but these errors were encountered: