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Hey Gearheads!  Wanted to give you a quick update on what went on today with the Space Station.  I continued to discuss the release in depth with the betas after the previous update and determined the biggest focus needed to be on the system for the controllers.

I did a deep dive into the controller setup and found a otherwise hidden bug.  We use Odin in Unity to help with organization of our programming systems (some of which require it, like POV) and VRTK for controller input since imho it's the best one out there for multi-system controller management.  NonVR, Oculus Rift, Vive, WMR, Oculus Go/Quest, Daydream. It does it all, especially this new version.

The problem was, VRTK and Odin do not play well together.  I begged Celo out of retirement to help troubleshoot the issue and we got a pre-release version of Odin from the developers that specifically addresses the issue VRTK.

I did some testing in a brand new project and upon success, implemented it into the main project.  So now both systems can properly coexist.

That said, getting all that done soaked up a ton of time and kept me from getting into the more obvious updates like adding in more characters.  On a positive note though it revealed the hidden power of the VRTK update, which is more modular meaning it'll be much quicker to simultaneously build for VR and Non-VR at the same time.  It also means a lot of the touch interactive features that were looking like they'd be controller support only should work across the board.

TL:DR:

  • The day was spent on bug fixes instead of content
  • Lots of good stuff was learned
  • Opened the door for much higher cross-platform compatibility using VRTK v4's modular system