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VR plugin for Koikatsu
License: MIT License
This project forked from ooetksh/koikatuvr
VR plugin for Koikatsu
License: MIT License
Basically as the title suggests. While IIRC the gloves work just fine as they emulate Index controllers, it would add an entirely new level if we got force feedback when caressing.
More info can be found here: https://github.com/LucidVR/opengloves-driver
And they have a pretty active discord as well: https://discord.gg/lucidvr
Suppose in Roam mode, the protagonist is facing north, and the camera is facing east. The current behavior is that if the player inputs "rotate right" command, both the protagonist and the camera will be facing northeast. It seems more natural if the camera faces southeast instead.
This happens most often when the game is loading or stutters, and can get extremely aggravating very fast.
A list of nice-to-have functions are:
That said, maybe this feature doesn't belong in this plugin...
When multiple UI items are overlapping, sometimes clicks don't go to the topmost one.
To see this, open the map selection menu for free H. This menu completely covers the "select male" button, but the button is still clickable.
Seems like a low-hanging fruit.
Currently there seem to be too many unintentional kisses.
Currently mirrors render in some weird way that totally breaks stereoscopy.
Why does the code need to be patched?
I wouldn't use it a lot myself, but if there is demand, we could add back support for the seated mode.
Patching it is an annoying process. Also, overwriting a game file is evil!
See the pregnancy section, for example.
It looks like maybe scaling is off.
Frame drops are very bad for VR experience!
This would be a nice aesthetic improvement.
Currently there are too many menu operations needed.
The school tool can have up to 4 sets of button assignments, but currently there is no visual indication as to which one is active, which is quite confusing.
Currently we are stuck at version 1.2.3, which is ancient. Updating it requires rewriting code to use the new VR input framework.
This is fine in the base game but is very noticeable in VR.
The performance is not great at the moment.
Also, it seems that this sometimes persists after across restarts.
After an H:
When I tilt the thumbstick with the warp tool, sometimes it fails to show the indicator of the jump destination. If I click the thumbstick after that, I'm taken to blue space with no visible objects (not even controllers or GUI screens). In the log file I see many lines like:
Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "HScene/CameraBase/Camera"
Currently they are rendered as UI items, but this means they are often drawn in front of characters, which is suboptimal.
This would be a more natural way of sending mouse events to the game than using School tool.
Ideally the plugin should work out of the box with all major types of VR controllers, but at the moment I don't even know if they work at all.
So I'd like to ask owners of different types of controller to comment here and describe:
It would be good to know about these controllers at least: The list is now complete, thanks!
Problematic scenes include free H and lunch.
VRGIN has a built-in functionality for in-game help for button assignments, but it doesn't seem to be working at the moment. Investigate this.
Seems harmless but pollutes the log output.
It looks as if some floor lights are turned off, but only in the rendered image for the right eye.
Having both controllers with the menu tool isn't particularly helpful, and often my very first step after starting up the game is to change the right controller into the warp mode.
The current fading implementation means the player is left alone in a completely white space in scene transitions, which is not ideal.
Depending on the horizontal rotation of the world, the character does not receive any directional light.
At least it doesn't open the runtime Unity editor.
An attempt to take a photo results in a completely black image.
Not everyone likes the dark blue void.
This is easier to see with modded windows (like ConfigurationManager), but the issue also exists with vanilla UI items, like texts in ADV scenes.
This would be particularly useful for the warp tool. Currently the process of warping or grabbing is interrupted when the controller is locked by someone else, e.g. when it approached a GUI screen. It would be better if locking could be delayed until the first operation is complete.
Currently users need to tweak button assignments, which is annoying.
They are displayed so large that you can see less than 1 character on screen.
This really needs an option to hide the desktop screen mirroring.
... even when it's configured in game's settings.
Perhaps related to #3.
Maybe this is a more typical user interface in VR games?
An incomplete list of problems:
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