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Fan project recreating the classic Gothic I and II experience in VR.

Results 44 GothicVR issues
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Original G1 isn't leveraging Colliders, but checking the distance to an actual FreePoint/WayPoint/ZS_*. Sometimes NPCs spawn right next to it, which means a call like GotoFP() won't trigger a collision...

… 3 NPCs and their routines. # To test 1. Call FeatureFlags - Production + Check if it's fine in settings on FeatureFlags 3. Call FeatureFlags - NpcTest + Check...

As our team grows, it's necessary to follow specific coding standards. Let's start and iterate together. - [ ] Check on official C# + Unity formatting guidelines - [ ]...

documentation

The basic idea is to add 2 versions. 1. classic - Player hovers over door and clicks "A - Door opens - When locked comes crack minigame? 2. VR -...

feature
vr-feature

To improve our VR experience, we should explore alternatives which are pre- packaged solutions for interactions in VR. Let's evaluate Ultimate XR. Tasks: - [ ] Evaluate integration into our...

vr-feature

Currently VR player controller bounces when falling to the ground. I read topics like "Physics based Rigidbody" and "change mass" to remove this behaviour. Let's solve this issue.

vr-feature

Currently our hands clip through walls and have no physical presence(?). We can easily change that with the help of good ol' Valem and his tutorials. 😉 - [ ]...

vr-feature

1. There are some exceptions when loading world with culling and 2. Some objects aren't culled ![image](https://github.com/GothicVRProject/GothicVR/assets/120568393/21e3e788-4ec3-4953-a9a4-b233eb50c332) (e.g. trees on the left of this image. Clearly hidden behind the world)

bug

In the original Gothic, locks are picked by clicking left and right. The combination must be correct. Perhaps this can be interpreted a bit more beautifully in VR. @JaXt0r Do...

feature
vr-feature

In the case of a merge request, main should be merged into the branch before the build.

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