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In order to access the experimental branch, you have to opt into the branch.
You can find information on how to do so here:
Experimental FAQ
To give feedback, report bugs or any of the kind please read this:
How to report a bug
ChilloutVR Experimental 2022r165 Experimental 1
New Movement System
We have gotten a lot of feedback, that movement in CVR feels choppy and some people are experiencing motion sickness even while being in desktop mode.
We believe, that this was connected to the movement system running on a different update rate than the game itself.
The new movement system is now running on the game update rate but is implementing 2-way physics interaction manually. We aim to have the same physics interactivity as before while having a better feel for the general player movement.
This experimental build replaces the old physics system with the new one. Further additions to the movement System like velocity parenting will follow with the next experimental build.
Bugfixes
- Fixed a bug where CVRTexturePropertyParser could lose its global reference when changing world
- Fixed a Bug where Some interactable -> Variable Buffer Setups would break (https://forums.abinteractive.net/d/528-interactable-loses-reference-to-variable-buffer)
- Fixed a Bug where Objects would be highlighted in VR by the gaze interaction
- Fixed a bug where pickup components were detected from sub colliders
- Fixed a Bug where the controller rays would visually separate from your hands while moving too fast
- Fixed a bug where the video player would start playing at maximum audio for the first frames of the video
General
- The CVRMaterialDriver now also reacts to changes from non-animation sources
- Added CVRGlobalMaterialPropertyUpdater to the prop whitelist
- Independent Head turn now also return the vertical axis
- Pickup Objects are now respawned when they fall out of the map
- Headbobbing was reworked. IF head bobbing is enabled the camera will follow the avatar's head one to one. When it is disabled the camera will smoothly follow the head to reduce visual jitter unless it is moving a greater distance in a small amount of time.