Galactic Center VR

Galactic Center VR

IA PUC VR  [developer] Jun 4, 2020 @ 6:36am
Support for Index, Rift, and WMR -- in progress, assistance appreciated!
Thank you for your interest in Galactic Center VR. We are working on getting this working for other VR headsets as well, but we only have a Vive so that is all we have been able to release it on until now.

We did use create bindings that we think work for Index, Rift, and WMR, the latter of which worked fine in our test by emulating WMR. Unfortunately the computer with those binding is enjoying continuous BSOD crashes...

If you would like to try to make your own bindings, we would very much appreciate any feedback.

When you tried to make your own bindings, did you see the actions "Move", "ActiveMenu", and "Restart"?

If so, those are the three main actions you need, which should be in the "default" action set.

1. "Move" should be your triggers; it will toggle the buttons for selecting different options and the movement in your direction of travel.

2. "ActiveMenu" should be a button to toggle on/off the menu attached to your right-hand controller.

3. "Restart" we suggest to be a grip button. This will transport you right back to the center of the simulation and undo any scaling you did in the scene.

All 3 of these actions are boolean actions that work best as "Buttons/Use as button" and "Click". We also suggest doing the bindings in mirror mode. (Or perhaps for Touch turn off the mirror and make both A and X be "ActiveMenu", though you will need both triggers tied to "Move").

And you will need the defaults for pose and skeleton so the app recognizes where the controllers are.

You do not need the more typical actions of "InteractUI" and "Teleport".

If you are able to get this working, we would be most appreciative. If what we told you does not work and you are willing to help us iterate a few times to get this to work, we would also be most appreciative.

Thank you,

Chris
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Showing 1-15 of 19 comments
IA PUC VR  [developer] Jun 4, 2020 @ 7:59am 
Update -- Here is what we think are working bindings. They are on our IA PUC website of the lead developer/astronomer behind GCVR.

Vive[astro.puc.cl] (we know this one works; it is the same file that's already in the app)

Touch[astro.puc.cl]

Index[astro.puc.cl]

WMR[astro.puc.cl] (this worked when we emulated WMR)

These should go in the following folder (or the equivalent based on where your Program Files -- Steam folder is):

C:\Program Files (x86)\Steam\steamapps\common\GalacticCenterVR\

Any feedback on whether these work would be much appreciated! If not, iterating a few times for us trying to fix this would also be much appreciated!

Thanks!
ReverendTed Jun 4, 2020 @ 4:28pm 
I'm on Rift CV1 with Touch. Thanks for trying!
I tried out the binding that you provided, and also tried to create my own (including setting the poses and skeleton, and also tried checking the Pretend to be: "Vive" setting).
It didn't change the behavior I was experiencing before, which is that there is no indication that my controllers are there at all.
When I start, I can see the menus around me and in the center is a "Trigger Select" text box with a red arrow pointing to a white line extending forward into the distance, ending in a pinkish dot. When I move my head so that my view is centered on the "Trigger" text, the white line shortens and pink dot shows up closer, though the line does not move. The System button also does nothing, so I can't exit the app without alt-tabbing to the desktop and forcing it closed.
Let me see if I can get a screenshot of my Binding settings.
Last edited by ReverendTed; Jun 4, 2020 @ 4:57pm
IA PUC VR  [developer] Jun 4, 2020 @ 9:27pm 
Thanks for trying this out. If we understand correctly, the headset does work? You can move and rotate your head and the display responds accordingly? Also, does it look like the text "Trigger: Select" is at floor level?

Knowing that the headset works is good news for us, if that's true.

Are you able to send a screenshot of your bindings?

When you tried to build your bindings, did you see a "Move", "ActiveMenu", or "Restart" action?

Thanks in advance!
༺DJGuu༻ Jun 5, 2020 @ 3:18am 
Hello, I have tried this with Oculus Rift CV1, I can see everything on the main menu, but my height isn't correct, maybe it's my setup's fault?
Also, my controllers don't work at all, it just appears a straight line in the middle of the screen that I think it's the raycast of the controller waiting for an input

here's a quick screenshot of what I see https://imgur.com/kQzu5OK
IA PUC VR  [developer] Jun 5, 2020 @ 7:29am 
Hi, thank you for the info and the screenshot. That camera position is the center of the floor. If you rotated your headset, could you look around? And if you moved your headset left/right/up/down/etc did it look like you were moving?

You are correct that the line you see is coming from what should be the left controller. Did you try the "Pretend to be Vive" option (mentioned by another Rift user above)?

I guess before worrying about the bindings we need to figure out how to get the controllers to show up. Someone posted a video with an Index a while back and their controllers showed up, which was a surprise to us since we did incorporate them explicitly. (We're assuming they are just part of the SteamVR plugin that we used to make this app.)

We'll investigate how to get the Touch controllers to show up in our app. Thanks again for you r help.
༺DJGuu༻ Jun 5, 2020 @ 8:00am 
Is there a way for us to communicate more easily? I have a little experience in VR developing, currently doing one of my own (mostly learning how everything works for now) in Unity

I do not know where I can find the "Pretend to be Vive" option.

Yes when i rotate the headset and move, I am moving in space and I can see everything around me

Here's a quick video about it
https://streamable.com/6vdkwu
༺DJGuu༻ Jun 5, 2020 @ 8:31am 
I have found that pretend to be vive option, the problem is, whenever I launch the game, it starts automatically on oculus store, even tried disabling "allow external sources" on oculus, but It just launches and doesn't go into VR,
IA PUC VR  [developer] Jun 5, 2020 @ 10:41am 
Thanks for the video. It looks like its centering your HMD on the center of the floor, so we'll have to look into that. The good news is that there are no floors in outer space, so that shouldn't ba an option in the simulation scene. We will still try to fix it, though, since it will be awkward in the intro scene where you select options on the menu and the Tutorial scene.

Glad the rotation and translation of the HMD works.

We will gladly take you up on your offer -- perhaps you can email us and then we go from there?
vr .AT. astro.puc.cl
Or if you have another preferred method of communicating, please let us know.
༺DJGuu༻ Jun 5, 2020 @ 11:21am 
I have sent you an email! Hope it has arrived
IA PUC VR  [developer] Jun 5, 2020 @ 1:45pm 
Got it - thanks!
ReverendTed Jun 5, 2020 @ 6:19pm 
To answer a couple of the questions above, for my Rift CV1:
- The "Trigger Select" text is at eye level.
- When it starts, I'm definitely "in" the space - I can see the menus in front of me, beside, and behind, and looking around as well as shifting up\down\left\right are all perfectly normal.
- I've tried the "Pretend to be: Vive" under the Legacy Bindings, but that didn't seem to do anything. (That said, I'm not sure the game even USES the SteamVR controller bindings?)
- I had to add "Move" "ActiveMenu" and "Restart" aliases in the Legacy menu bindings, similar to what I saw in y'all's custom bindings for the Vive controller. That allowed me to bind them to the controls, but they still didn't do anything once I started the app. It really just seems like the controller's existence isn't acknowledged, which is strange because the SteamVR Input is supposed to allow support for any standard VR controller, even if you haven't explicitly coded for it.
ReverendTed Jun 5, 2020 @ 7:44pm 
Another thing I've noticed is that almost any other game that I own on Steam, once I've run it through Steam, it'll show up in my Oculus Library, and if I start it through my Oculus library, it will automatically start SteamVR if it's not already running, then the app itself will start.
GalacticCenterVR does appear in my Oculus Library as expected, but if I start it from there, it does NOT start SteamVR, it just loads the app directly.
ReverendTed Jun 5, 2020 @ 8:28pm 
Finally, I managed to get and upload screenshots of my bindings, aliases, and poses for reference:

Bindings https://steamcommunity.com/sharedfiles/filedetails/?id=2120883056

Aliases https://steamcommunity.com/sharedfiles/filedetails/?id=2120883179

Poses https://steamcommunity.com/sharedfiles/filedetails/?id=2120883321

The starting view, where the "Trigger Select" is positioned at standing eye height, based around my playfield center. https://steamcommunity.com/sharedfiles/filedetails/?id=2120887105

The starting view, showing how the red dot slides closer if my view is centered on the Trigger Select text box. https://steamcommunity.com/sharedfiles/filedetails/?id=2120887777
CannonFodder Jun 6, 2020 @ 12:50pm 
the binding for valve index works. I can move around the "brown ball" and I can see earth. That's all, everything else black only
IA PUC VR  [developer] Jun 13, 2020 @ 11:29am 
Thank you ReverendTed for the screen shots -- they are helpful to us. It seems like we have more work to do to get the controllers to show up first before worrying about the bindings. Once we can get that solved (or think we have that solved), we will report back here with something new to try.
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