Nexus-VR-Character-Model
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V3.0 Camera Implementation (Bug Bounty)
Nexus VR Character Model has always included a camera implementation. Version 1 and 2 could rely on the camera just being where the eyes are, but version 3 can't because of using VRService.AvatarGestures
. At the moment, it is both possible for:
- Your camera to go above or below the head due to no way to extend up and no crouching.
- Your camera might be ahead of the character because the character walks/rotates to the camera using physics.
To keep feature parity from V.2.1.0, I'd like to have a custom camera implementation because the Roblox camera does not care for seats that tilt or roll (roller coasters, cars on slopes, planes, spaceships). In theory, this would also allow for the third-person camera to be re-added.
There is a 150,000 Robux ($525 in DevEx) bounty on getting this resolved. A pull request should be based on the AvatarGestures
branch (NOT master
). For said pull request:
- Changing the camera type to
Scriptable
disables automatic player movements. That needs to be re-added, like in the PlayerScriptsVRCamera
. - It must be able to support players teleporting. Consider resetting any internal state using
GetPropertyChangedSignal("CFrame")
. - Integrating with the custom
GetUserCFrame
wrapper is optional. Adapting from the standardVRService:GetUserCFrame
to the wrapper should be fairly easy. - The third-person camera is not required. In theory, it should be fairly easy to implement once the first-person one is implemented.
I do not understand this issue because I can't find any of the problems you state here while testing. ex: The camera does adjust/act to seats being tilted.
Edit: I'm using v.2.10.0 and have a script in sss that sets VRService.AvatarGestures to true.
This is only on the V.3 preview branch named AvatarGestures
(release V.3.0.0-preview1). No live servers should be pulling in this version, so it would only be test servers and Studio.