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- The shoulder slots are huge. If the tracking FOV is somehow worse on the Quest 2 than the 1 such that you lose tracking contacting them with your hand (which i find hard to believe given they are the size of giant beach balls), well.. that sucks, but I'm not changing how that works to accommodate the device.
- The Backpack functionality has been functionally unusable since the introduction of the Rift S, and I am no longer working on that feature, or considering it core, because there is -no- solution for HMD-based tracking like all modern Facebook/WMR products.
(also, just FYI, because I see folk over-use the term, that's not what 'optimization' means in regards to game development. Optimization refers to refactoring systems to get the results of some computation with less computation time. That's all).
Maybe it's just me with that other stuff.... But if it's not an issue for others then that's good! I'll just get used to it LOL!
Yeah I did know that somewhere in this pea sized noggin of mine about optimisation but forgot since I've never had to refactoring in my programs and games as they are quite small. #learningdeveloperlife
Every damn time. lol.
In regards to the backpack, i found looking down and putting it in my torso as a viable way to mount it, maybe there could be a system where theres an invisible-ish slot on the top-right of the fov that you can put the bag in, then there will be a miniature bag in a small slot that you can grab. similar motion to putting it over your back (or even making it able to go on one of the shoulder slots, removing one usable slots in exchange for a lot more storage)
it would still be nice to have an ammo can in T&H, a box where you can store stacks of ammo but you have to haul it around. reminds me of range day
Also I find it helpful to grab it after to test everything went through. My usual motion is [pick up gun > drop in shoulder > lock > grab > drop and see if it snaps back]. It may take a couple tries, but its pretty easy once you get the hang of it.