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Tips for building for VR

Dev AndrewGarrison  22 days ago

I have been having a blast checking out your builds in VR. The creativity of this community never ceases to amaze me and looking at what you have built-in VR takes it to a whole new level. I know most of you don’t have access to SPVR yet, so I have been leaving comments when I notice something that might improve the VR experience. I hope I'm not coming across as rude! I'm really just trying to help and I'm learning as I see more in VR. Here are some tips and common issues I’ve noticed.

SCALE

The biggest issue is scale. I know it’s hard to know how things will look in VR if you can’t strap on a headset and take a look for yourself, but I would suggest keeping the seat, joystick, and throttle parts at 100% scale to feel best in VR. I've seen several cockpits where things look very small and some where everything looks way too big. If you use the seat at 100% scale as your reference, it should help to create nicely sized cockpits. We will see what we can do to help with getting the scale right in a future update.

SHALLOW COCKPITS

I’ve seen several cockpits that are too shallow on the y-axis which causes the seat to be too high. Everything else may look okay, but the seat might be as high as my chest and there’s no room in the cockpit for my legs, which feels a little strange in VR and can break the immersion somewhat.

EVERY FUNCTION SHOULD HAVE A SWITCH/BUTTON/CONTROL

Ideally, the player shouldn’t have to open the pop-up radial menu to enable an activation group. There should really be a switch, button, lever, etc in the cockpit for any function the craft is capable of doing.

LABELS OR TOOLTIPS TO DESCRIBE FUNCTION

Switches and buttons without labels next to them should make use of the tooltip property to explain their function. Also, a tooltip like "Activation Group 1" is not as helpful as something like "Jettison Weapons." For buttons that are cosmetic only and don’t have a function, something like “N/A” is helpful so the player knows it’s not supposed to do anything.

CRAFTS WITH WEAPONS

Add buttons somewhere in the cockpit for Next Target, Next Weapon, and Cycle Targeting Mode for crafts with weapons. It's extra nice when there’s a label part showing the currently selected weapon. Once again, this helps to keep the player out of the pop-up radial menu.

DON’T USE OLD COCKPIT PARTS

The old cockpit parts shouldn't be used if you're making an immersive cockpit. Use the new Flight Computer (tucked out of sight), as the primary cockpit and a first-person camera for the cockpit view. The new seat parts come bundled with a camera to help accomplish this.

GLITCHING WHEELS

Wheels are sometimes jittery on the Quest headset. This is because the Quest uses mobile Low-Quality Physics. We're investigating if we can do anything to improve this, but it might be worth testing your craft on a phone in low-quality physics to see how it behaves on the runway. If it is jittery, then one way to improve this is to add dead weight to the wheel assemblies.

TAKE HEED OF HAND POSE PREVIEWS

Check the hand pose preview on levers and other flight controls in the designer. I've noticed a lot of levers that are backward and it makes the player's hand appear backward when grabbed in VR.

BROKEN GAUGES

I've seen several broken airspeed gauges that just spin and don't correctly report the airspeed. Not just airspeed, but other gauges as well. Ensure that you are selecting the Airspeed Gauge Type and not Face Type. Face Type should only be changed when you are doing something custom.

DON’T BE A DUMMY

Don't put a dummy in the cockpit seat because it can obstruct the view in VR.

CURATION

If I notice more stuff, I’ll add it to the list above. Whenever we run across a craft that works well in VR, a curator will mark it as curated. This means that it will show up for players browsing crafts in SPVR. By default, players won’t be able to see non-curated crafts in SPVR, but if they log into their account they can download anything they want. We’re hoping to have a reasonable set of curated crafts by the time SPVR launches. To this aim, we are going double the points for every upvote a craft receives while it is curated. This is a limited-time offer and will only be in effect until SPVR is released.

UPLOAD NEW CRAFT XML

To make it easier to respond to feedback about your crafts, we are adding a way to upload new XML to an existing craft post. There will be a new Upload XML option just under the Edit link for your post. We'll even hold onto the previous versions in case you ever need them again for some reason. This should hopefully make it easier to respond to player feedback without needing to create a brand new post. I’m hoping to get this feature out later this week.

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  • Profile image
    4,396 JuanShot2Go

    @V Will do. Thanks!

    3 days ago
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    12.3k V

    @JuanShot2Go try out the aircraft in the VRchat test pilots world, you wont be dissapointed. just make sure to disable the AoA limiters

    3 days ago
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    4,396 JuanShot2Go

    @V OK. If they look fine in your VR headset then my advice may be out of date. It was something I noticed when I creating my first VR UIX on the 1st gen CV1 headsets. Compared to controls created for normal PC displays I found that I had to make everything bigger. I remember feeling like a 3 year old trying to grapple with fine objects. If you are able to get them, reference the games "VTOL VR" and "UTLRAWINGS" for a good comparison. (SImpleplanes VR is going to be soooo much better)

    3 days ago
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    49.5k Ahtzee

    @V
    oh well... it seems like a universal problem. just hope the devs can come up with a fix. otherwise, thousands of creations would have to be individually fixed, which wouldn't be fun.

    3 days ago
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    I can’t wait for it SimplePlanes to come out on VR but I aggravated an idea for mobile, the developers should add MayWar island I think this would so much so. If this was added I wouldn’t have to keep attacking the ones an the valley by Yeager airfield, because it’s not that easy to blow up the convoy without crashing, I would really love to see this.

    3 days ago
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    12.3k V

    @Ahtzee the wheel issue is a low physics thing, suspension springs also behave very differently in low physics

    3 days ago
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    12.3k V

    @JuanShot2Go there is a scale option in fine tuner and overload. From experience, they look fine

    3 days ago
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    4,462 Captain247

    Yes you should make something so there can be audio warnings or different engine sounds etc. make the game more appealing audio wise

    9 days ago
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    @AndrewGarrison I have a suggestion for you to add to the game its Alarms like Terrain terrain pull up pull up! WOOPS WOOPS TERRAIN TERRAIN PULL UP

    10 days ago
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    1,360 Theuk31

    Could you add an RPM gauge for other engines other than the heli rotors and can we assign them to specific engines like how we can assign a specific wheel to one certain engine?

    Also an easy customizable airspeed indicator where we can set our own speeds Vne, Vfe, ect, should be cool.

    13 days ago
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    1,419 Bellcat

    What is an “Edit link”? Please clarify.

    17 days ago
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    @Default4 i know that whould make somthing that ime working on a lot easer

    18 days ago
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    19.1k Default4

    We need a slding option for the canopy, I don't like how it can only open vertically.

    18 days ago
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    40.5k Sm10684

    Surely nice knight has that covered. @KfcGaming

    18 days ago
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    3,675 KfcGaming

    True my a400m gauges all at once started spinning like they r all altitude meter

    18 days ago
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    4,384 Mikey101234

    How do I make the RPM gauge work?(I want to know for cat engines, prop, and jet

    18 days ago
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    2,016 derlurje

    Well I think I got everything down with my fr-33

    Or my velaciela

    Also hey @AndrewGarrison can you test my velaciela? Just saying it's pretty good

    Also can you test My vr psms? (I'm joking btw I don't wanna cause you vomit)

    18 days ago
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    40.5k Sm10684

    beware all! nice knight is here! Don’t ruin 69

    19 days ago
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    49.5k Ahtzee

    I just wanna brag that I did just about everything correctly as explained XD. Hopefully the wheel issue gets resolved. I am loving this update!

    19 days ago
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    @AndrewGarrison thanks! That helps a lot

    19 days ago
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    13.4k SimpleSquare

    Maybe I'll update the caravan with the A380

    19 days ago
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    4,396 JuanShot2Go

    May I humbly offer a couple suggestions? Make gauges and buttons bigger than you would normally. Because VR displays are so close to your eyes details are not as sharp. What looks fine on a screen is less so in VR. Touch controllers are cool but they are none too exact so bigger is better. That's why VR apps look so "blocky".

    19 days ago
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    @LieutenantSOT yes, you can switch between cameras and what you are suggesting will work in VR.

    +2 19 days ago
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    @JohnnyBoythePilot no, it doesn’t need the mobile friendly tag, but it should have the VR tag, otherwise we might not see it.

    +3 19 days ago
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    @AndrewGarrison
    For a plane to be curated does it have to be under the mobile-friendly tab?

    19 days ago
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