Metro Awakening

Metro Awakening

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DEMANATI Nov 8, 2024 @ 6:18pm
Devs please add wmr suppport
I was able to get it working in a couple of hours and im just one person. You guys are denying yourselves money. Eu5 has WMR support, you guys have made games with WMR support, i was able to get it working. So what the hold up? You really cant spare 1-2 days to add a simple input thing for wmr??
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Showing 1-10 of 10 comments
vegetablegod Nov 8, 2024 @ 7:23pm 
Windows has killed WMR on Windows 11. If your PC updated to 24h2, then its already too late and you will not be able to use your headset.. unless you downgrade to windows 10. Seems backward, I know.
DEMANATI Nov 8, 2024 @ 11:31pm 
Originally posted by vegetablegod:
Windows has killed WMR on Windows 11. If your PC updated to 24h2, then its already too late and you will not be able to use your headset.. unless you downgrade to windows 10. Seems backward, I know.
I can still use it just fine. Support doesn’t actually end until a couple years from now. And even then, just cause Microsoft abandoned VR that doesn’t suddenly make its users disappear. I was able to get wmr working in a couple of hours. And i did that ♥♥♥♥ for free. These mfs with the big budget and actual experience should be able to do this. The game has support for vive and the early oculus headsets ffs. They are just lazy and cutting corners
point1024 Nov 9, 2024 @ 12:34am 
Originally posted by vegetablegod:
Windows has killed WMR on Windows 11. If your PC updated to 24h2, then its already too late and you will not be able to use your headset.. unless you downgrade to windows 10. Seems backward, I know.

windows mixed reality works great on windows 10 and 11. Moreover, Unreal engen supports these devices. Developers just need to install the plugin that comes with the engine and add input from widows mixed reality devices to the current input events in the input settings. According to my practice of working with the engine, these actions will not take more than five minutes of working time. The rest of the time depends on the build time of the project.
the old Nov 9, 2024 @ 12:39am 
Devs please add wmr suppport
Dumoria Nov 9, 2024 @ 2:08am 
Originally posted by DEMANATI:
I was able to get it working in a couple of hours and im just one person. You guys are denying yourselves money. Eu5 has WMR support, you guys have made games with WMR support, i was able to get it working. So what the hold up? You really cant spare 1-2 days to add a simple input thing for wmr??

Can I ask how you did it? I tried to rebind everything and managed to do it except for camera and movement.
point1024 Nov 9, 2024 @ 3:52am 
Originally posted by Dumoria:
Originally posted by DEMANATI:
I was able to get it working in a couple of hours and im just one person. You guys are denying yourselves money. Eu5 has WMR support, you guys have made games with WMR support, i was able to get it working. So what the hold up? You really cant spare 1-2 days to add a simple input thing for wmr??

Can I ask how you did it? I tried to rebind everything and managed to do it except for camera and movement.
how to do this in unreal 5 engine during development? or binding in steam vr?
Dumoria Nov 9, 2024 @ 5:13am 
Originally posted by point1024:
Originally posted by Dumoria:

Can I ask how you did it? I tried to rebind everything and managed to do it except for camera and movement.
how to do this in unreal 5 engine during development? or binding in steam vr?

In steam vr so the game actually works on wmr
point1024 Nov 11, 2024 @ 12:35pm 
Originally posted by Dumoria:
Originally posted by point1024:
how to do this in unreal 5 engine during development? or binding in steam vr?

In steam vr so the game actually works on wmr

The game starts and you can even bind keystrokes in Steam VR. But it will not be possible to bind the movement axes. Steam VR uses the Vector2 variable when linking to axes, the developers use the Vector1 variable and, accordingly, Steam VR cannot link them.
thats only partial true. yes the vector axes cant be used, but actually you can use it to move left. and i managed to bind FULL axes movement using driver4VR emulating the vive index controllers but then the grip button doesnt work (DRiver4VR = working joystick axes movement + trigger button on WMR) using steamVR bindings to VIVE bindings you can get working all 3 finger buttons (touch+trigger+grip) but cant get working the axes joystick. so actually all we need to do is to use driver4VR and get the other 2 buttons work....
point1024 Dec 27, 2024 @ 9:20am 
Originally posted by ∩ (◣◢) ∩ BITCOIN:
thats only partial true. yes the vector axes cant be used, but actually you can use it to move left. and i managed to bind FULL axes movement using driver4VR emulating the vive index controllers but then the grip button doesnt work (DRiver4VR = working joystick axes movement + trigger button on WMR) using steamVR bindings to VIVE bindings you can get working all 3 finger buttons (touch+trigger+grip) but cant get working the axes joystick. so actually all we need to do is to use driver4VR and get the other 2 buttons work....


I haven’t tested it in this product, but in Aliens I set it to emulate HP motion controllers in the wmr for steam settings. And lo and behold, the axles worked fine. Well, the buttons are normally configured via the Steam vr binding.
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