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A forum post by TAPgiles

Currently, out of VR, the orientation of the moves controllers doesn't matter for what you're hovering over in edit mode or play mode. But the imp tracker will match the orientation of the move controller.

This is not always desirable for playing certain games. For example, when creating a simple shooter with move-controller aiming, it may be preferable to use simple aiming where the orientation doesn't matter for hovering. And for objects inside an imp tracker to not care about the orientation of the moves--for example, showing a simple cursor.

However when in VR, the orientation of the controllers does matter for what you're hovering over. And again, the imp tracker uses the orientation of the move controller. And because of this, the imp orientation is angled differently relative to the imp tracker.

Again, this isn't always how the creator wants things to work. And the fact that this changes by itself if the player goes into VR means they need to manually re-orient things inside the tracker using a keyframe, for example, so that it still looks right.

And all of those rules are slightly different while using the DS4, too.

All of this is confusing to learn about, and the rules are easy to get wrong.

If what is needed for a game is different to these auto-changing rules... getting it to work as required is very, very fiddly and only barely works with the methods I've tried. And this is while the code is already there but locked off to the creator, which seems a waste.

It would be preferable for these things to be in the creator's control. So for example, always respect "gun style" if the tracker is set to "gun style." Perhaps introduce a new setting for "gun style on-screen" as the default, so that it will change for VR. Or even split it into VR behaviour, and Screen behaviour so we have even easier control over what changes and what doesn't.

Same goes for reorienting the imp relative to the tracker. Most of the time, some object is in there to make it look like it's being "held" by the player as they are holding the move controller. As a simple example, a sword hilt and the blade--oriented properly as if the player was holding it. But as it's all re-oriented when they put on the VR headset, now the sword needs to be un-re-oriented by the creator but only while the player is using VR. This is pretty frustrating, especially if you need to make an adjustment later on, and now have to adjust it twice and compare to make sure they feel the same in VR and out of VR.

So perhaps a setting for "relaxed orientation": in VR, on screen, in VR and on screen. So then the creator has full control over how they want things to work in all cases, whether these auto-change features are suitable for their game or not, etc.

Making these things explicit settings allows creators to more easily learn and understand how things work in the first place. As well as having more control and flexibility and the ability to make their own decisions on what is best for their game.

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