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VR Support
After the initial project setup, you custom car is setup for VR. If using the provided handbrake and brake release prefabs, those will also be set up automatically to be able to be grabbed in VR.
For other types of controls, the setup is still simple, but requires some attention.
Note
Derail Valley has always been a VR game, so please consider those players even if you yourself do not use VR.
This control does not need additional setup to work in VR. It can be combined with SpeedZoneControlTouchBehaviourProxy
for a greater layer of interactivity.
Most controls only require one of these components to work in VR.
- LineHandSnapperProxy – Used objects with a handle that can be grabbed (i.e. independent and train brakes, reversers, headlight controls).
- CircleHandSnapperProxy – Used for circular objects (i.e. handbrakes, the S282's cutoff, wheel throttles).
- PointHandSnapperProxy – Used for small objects that can be grabbed from multiple sides (i.e. DE2's horn).
- ValveHandSnapperProxy – Used for valves.
A gizmo will be drawn for all controls. Adjust the control to best match the shape of your object.
This component allows switches to be toggled by passing your hand over them, without grabbing anything.
This component helps preventing controls from being interacted with when another control is in closed position (i.e. the breakers door on the DH4 or DE6). You add this component to the controls you want the door (or other object) to block, not to the door itself.
The script will compare with the normalised output of the door's control, with 1 being at maximum and 0 at minimum.
Controls also have a dropdown on them named Hand Poses Override. This can change the hand pose to better match how the control should be grabbed (i.e. Valve for valves, Pinch for small objects).