The a button on the Oculus Touch is not working. It also does not do 5 feet 2 in or 5 feet 6 in.
SMB VR - wWalk-O-Motion - Tech Demo
A downloadable game for Windows
SMB VR - w/Walk-O-Motion Locomotion [prototype]
Welcome to the SMB VR Tech Demo
The VR locomotion system in this game uses head tracking to allow the player to physically 'walk' through the game.
This game is just a test world that I made for fun based on the nostalgic first level of Super Mario Bros. This won't ever be a game though.
The system itself allows you to physically walk, jog, run and jump within the game... Allowing you to physically BE Mario in a Re-Imagined SMB World 1-1!
- The ability to physically run in the game world
- Actually punch bricks to break them
- Collect coins with your hands
- Classic 2D Mario as your shadow
- Plenty of Goombas!
VIVE PLAYER HEIGHT NOW FIXED - REDOWNLOAD
I've updated this game with Hand Controllers, it's also Vive compatible now too!
This game itself is just a tech demo, allowing you to experience a brilliant 2D platformer in a completely different way.
Try it and see how it feels!
Like what you've seen? Be sure to check out my stuff on YouTube!
VIVE PLAYER HEIGHT FIXED!
- REDOWNLOAD -
Unzip and Run!
Be sure to have your Oculus turned on and a game controller connected,
Check the controls in the Unity Settings window that pops up first.
Read the in game signs or see the gameplay video if your stuck on how to play!
- Don't change the Inputs in the Inputs tab in start-up to change them.
- Stand Straight first and then press ResetVR, it's a necessary step for all of the locomotion to work correctly.
- Movement is relative to your left hand, whatever direction you point it in is forward!
- To Jump hold the Jump button, then hop, it doesn't need to be high, just quick upwards motion... You can hold it after the jump to jump higher!
- To go down the Bonus Pipe, simply Crouch on top of it.
- Remember the Turn controls, you don't need a 360 play area to run around!
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That's another person where the A button doesn't work on Oculus.
Is it running in SteamVR? SteamVR BREAKS Oculus Input.
Make sure SteamVR isn't open to load it in Oculus.
If this carries on I'll have to make a SteamVR and Oculus version separately.
hey I just downloaded it and decided to give it a try but for some reason once I start the level, the camera starts rotating on it own in circles. I'm using the oculus with touch controls.
edit: this is also happening in the sonic game you uploaded
Make sure you don't have any other gamepads or joysticks plugged in. I had my HOTAS setup plugged in and had the same issue. Disconnected that and it works great now.
VIVE PLAYER HEIGHT NOW FIXED - REDOWNLOAD
Does this fix affect running the demo directly through SteamVR, because if so, I am not noticing any difference in height perception. There is still a significant difference between ReVive and SteamVR.
Just found out about your SMB demo, and am super excited to try it out. However, running on a Vive directly through SteamVR or using ReVive, when I get past the Menu and into the level, I'm just spinning around in a circle and cannot move. I set my height, stood straight, and clicked the Reset button prior to selecting Play. Also made sure that the Vive box was purple. Any ideas?
The spinning problem is something I need to sort out, it's detecting Input from ALL your gamepads, disconnect them as a temporary fix while I sort that out.
There is also a Height problem for SteamVR, since it automatically runs in Roomscale, which breaks my current setup, I'm going to update it today in a few minutes.
can you tell me please how to play it on vive
ReVive should run it fine.
but this game doesn't use Hand tracking at all anyways (since I made it waaaay before I had access to hand tracking)
love it!!! i got this off your website yesterday and had a big smile on my face:) only problem, i couldnt jump, even after setting resetting view in oculus home. do you have to have an xbox 360 controller for this? touch is unresponsive
I replied to the comment on YouTube.
Try out my suggestion to try and get it working on Touch, I don't have Touch so I can't really try it myself right now.
Also, I mentioned in the comment that you can't use the Oculus Home reset. There's a button in the game's inputs that's called "ResetVR" or "VRReset" (one of them, my normal naming convention for it is either), you gotta press that button in-game.
Please let me know if you get Touch buttons working, I'll add the info to the page. :D
Hi Nimso Ny,
Thanks for getting back to me (on youtube too - i posted it there in case you follow one site over the other).
will try your fix, didn't realise that i could reset vr in your game. by the way, love your work - truly original
Yeah the ResetVR was a problem since I've been using a DK2 to develop this (that's why no hand tracking in the first place)
The Oculus driver does store your actual height so I can get it from the driver now instead. In my next demo you won't have to press the reset button since the game will already know your height (as long as you set up your Oculus correctly)
I'll still allow the extra button just in case the setup is wrong.
Remember to stand naturally straight so the game knows your natural height, not a tiptoe or slouch! I'm using this for crouch/stand animation blending now so it's important the height is accurate, you don't want to look like you're crouching all the time!
thanks, i got it working today with my logitech gamepad. jumping as mario worked flawlessly, no motion sickness. congrats on the work so far, i hope your ideas are implemented on a large scale. sadly, i couldn't get any touch inputs on my rift to work in the launcher or ingame input setup. ciao!
dosent work with the vive. dosent work with the revive. help!
Sorry about that, a bit of a shame.
I'll try updating the game to the newest Unity, it has native support for SteamVR so it'll work in Vive.
Right now I'm working on a Sonic VR exactly like this, so as soon as I'm done with that I'll have a look at this again, hopefully you'll have 2 of these to play instead of just one!
I'm afraid it'll be a little while before I get the Halo demo out.
I have to use the terrible PSMove controllers for testing, connected to SteamVR of course.
This means I have to run the overly bloated Oculus drivers, run SteamVR on top of that, have the PSMoveService running (which runs 3 webcams/PSEye cams), and the PSMove controllers activate in SteamVR, and then I have to hope that Unity works properly with all of this each time I open it, and to top it all off, my graphics card doesn't really meet any of the minimum requirements for Vive or Oculus (and I'm using an Oculus DK2, so Oculus likes to hassle me about unsupported hardware)
This all just to even start working on the thing, why?
Because I can't afford a Vive, and Oculus is too frickin stingy to just let me pay £100 and just get the Touch controllers by themselves and use them with my DK2.
Unfortunately I can't afford to be a VR dev right now, even though I clearly have some really cool ideas and the skills to make them happen, I simply don't hand the funds.
can you use an oculus rift still
If you have a Rift you should already know that anything running under SteamVR allows you to use an Oculus as the headset.
I don't have a Touch controllers so I wouldn't know whether they work properly, but they should, there's no reason that they shouldn't.
I've used Leap Motion and PSMove controllers as SteamVR controllers with no problems (except their own crap tracking issues), and I'm not even using a CV1 Rift, I have a DK2, and Oculus Home tells me it's unsupported every chance it gets!
If I can use that stuff as SteamVR controllers then using actual Oculus Touch controllers should be very easy.
I don't understand why anyone would not choose to use SteamVR even if they have a Rift, SteamVR is so much better than crappy Oculus Home in every way, that is the first thing you should want to try out when you get a Rift.
Seriously, get SteamVR and you'll be a much happier person :D
I just downloaded this and let me tell you THIS IS AMAZING!!!!! I have the Oculus rift with touch and runs flawless.
Nimso Ny you did a great job and would love to have you bring more games like this, I'd give you feed back and promote your games.
Can u play on on Pc?
I'm confused as to why you even asked this question.
This is literally a PC only game!
Hi Nismo Ny,
Tried your demo at your behest. It's very colorful and pleasant!
But the actual locomotion mechanics range from good to not so good.
The good is jogging movement is quite convincing. My locomotion is smoother in that the peaks and trough of speed aren't as extreme, but there's a niceness to the more direct motion from jogging.
Transition between speeds is quite good as well; I've tried a number of other walking in place solutions and many of them have been quite jerky between walking/jogging transitions.
Walking speed feels a bit too slow however.
Jumping is very spotty. I managed to jump twice in the demo, but I physically jumped around 10-20 times, so the height detection algorithm seems a bit off. Or maybe it calibrated funny (although it shouldn't have as far as I can tell).
As a result, I couldn't get past the twin pipe obstacles and left it there.
Perhaps have jumping on a button as an option - even if its likely to induce motion sickness, it's at least a work around for those that can't jump or can't get it working right.
Also, direction of motion gets wonky when you turn around as forward motion now becomes backwards motion.
I get that having it independent of head motion allows you to look around without causing motion in that direction... but without motion controller/touch support, it's the only real solution for a robust movement system... because I can't see walking in place becoming a widely accepted solution if it needs to be limited to tracks like this one (i.e. your solution works fine within the context of what you've presented, but you might need to consider how it can work more broadly).
It's a pretty cool demo - but to really take advantage of VR, needs to have motion controller support (if only to use it as the forward vector that's independent of head motion), and it should be... less track focused and allow for broader more interesting exploration.
Good luck with it!
Thanks very much for trying it out.
When I saw your statement about Jumping I instantly thought one thing that you most likely didn't do.
Did you stand straight and press the ResetVR button? It's very important because using an Oculus is very different to using a Vive with Room Scale. You see the Oculus does not know how tall you are, I made it so that your standing height is the zero center at calibration.
The reason I'm saying this is because I set the jumping threshold to 10cm Lower than standing height, meaning you can jump without even going higher than your natural standing height, so it's confusing that you had trouble with that, please check out my YouTube video as that will show how it worked for me, if you did Reset it right then it might be your jumping velocity, I did make it slightly vigorous on purpose to increase the need for the player to be a little more active.
Also, there is a jump button to hold to activate jumping :P again I forgot to mention the controls in a proper readme, I'll update the instructions on this page so it's easier to play!
The rotational problem is explained in the numerous demo videos I've made on my YouTube channel, you see the reason I don't have a Vive is simply Money :P
I was going to use hand controllers and still have rotation completely independent of Head rotation, I have many crazy methods for these things lol!
There's a turn button on the controller, you press it to do a 180degree turn, this is specific to this game only, the Halo demo that I made used my original method, which is basically a standard FPS gameplay but only the furthest end of the analogue stick activates turning, please do check out my earlier videos on the subject, you'll truly understand what I mean as I also explain it while I move about looking funny.
This is actually a severely limited version of what I've made on purpose, I didn't want people playing the bad side of what I've made due to the lack of Hand Controller limitation.
Either way the main purpose of my system is not to reduce motion sickness, that's a side effect, I wanted to make something where you feel like you're playing the game not just teleporting around, which is why I can understand a lot of it feels a bit different to what you expect, I can see your system is mainly intended to reduce motion sickness, especially looking at your alternate modes. I personally don't really like the teleportation in VR games, it really does ruin potentially awesome games, hence why I'm building this.
Also I do worry that you feel the walking is slow... I actually have a rolling max speed that changes depending on whether you're walking or running, I found that I like the idea of walking naturally and slowly around more cramped spaces, this is not really right for this game in particular but I don't want the system to fling you forward when you want to creep or sneak around slowly.
Unfortunately this is pretty much the only feedback I've had on how well this works yet, even though this demo was intended for that reason, to gain feedback on what needs to change!
The real issue for all of this is quite simply the lack of Foot Tracking (again I mentioned in a previous video) if the VR tech developers had as much passion for actual VR as me and you we'd already have all the tech we need, but unfortunately that simply is not the case.
Oh one more question, what's the framerate you're running at?
I never really tested this at low framerates because I wouldn't expect anyone with a good headset to have a GPU worse than mine.
A big Thanks for taking the time to try out my system, hopefully we can get both of them to become popular enough that we can get games that feel more fun beyond the standard VR play area!
These videos really explain the system more:
Those truly explain the system and the reasons why there are bits that are lacking.
And of course this last one just for fun you might enjoy :P
I was running it on a 980 Ti, so it was running at a stable 90 fps.
I'll give the jumping stuff another shot, but currently not in the position to as it's in the middle of the night :P
There may be a possibility that my calculation isn't correctly using deltaTime, I may have multiplied instead of dividing.
So while I run VR at 75 as I have an Oculus DK2 the game may be running incorrectly at 90.
Please do let me know if it doesn't seem to match what I'm doing in the video, I'll have a look over that stuff again!
how do you make this work with vive?
I believe there's an application called ReVive that allows the Vive to run Oculus software.
Sorry I didn't use SteamVR, it would just be more hassle getting it to work properly.
Non-VR version please :)
It depends on how many requests I get...
On a plus note this got me working on Tubby Super Cat again and I decided to carry the style over from this to that game!
Dude I agree non vr mission but on starwars the last Jedi pls like and comment if u agree ;)
yeh me agree dude
Star wars the last Jedi non vr mission pls like and comment if you agree ;)