![]() ![]() If you'd like to settle on the modding system, then I'm happy to help build the support into core so it can get off the ground. But I'm sure that too would've broken during updates, and I didn't deal with the UI. I modded in (very rudimentary) Oculus Rift support to Cities: Skylines without having access to the source code. I do believe it'd be possible to do with modding, painful as it may be. Though if I do start handling both, and since you have a Vive to test (the Pro is amazing, by the way!), could these changes make it upstream? However, a fork would give me a ton of flexibility to strip out things entirely and go nuts, so I don't have to support both a 2D and VR version. This could all be tackled, but it makes me extremely nervous making changes in pre-alpha without modding, as I'd then have to deal with a million merges, each of which have a high chance of seriously breaking my weird little fork. First step would be grabbing that and sticking it on a Canvas/GO parented to the controller, I think, or similar. It seems that somewhere a top level Panel is added (uiManager maybe?). I didn't think about the lighting (it actually looked really good from my brief testing), but modding was a concern, as was realizing that I'd have to figure out the UI situation. Ha funny you should mention those things, as I was putting those together as theories for problem points. Good luck with it! I'm really excited to see where someone like you could take this. But once you sorted the base game rendering, UI, selecting things, movement, and attacking the rest should fall into place relatively quickly as most of the game wouldn't need to be touched. I'm sure as things progress there would be more. They're the main problems I struck in my little VR hackathon. This is an area you might get some traction with modders in general, as nice 3D versions of hands and weapons could be used in base game as a mod also. ![]() All need models to replace the 2D overlay animations. ![]() You'll need to rewire the UI back-end to render to an offscreen surface then present that on a diagetic quad the user can point to with the controller.
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