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We have just released a new update for ChilloutVR on the stable branch.

ChilloutVR 2022r165


The next game update will include the engine switch to Unity 2021.3. Due to the huge amount of changes needed, the next stable update will take significantly longer.


The Gamekit
We added the GameKit to the game. this first implementation aims to give creators the tools to create minigames in ChilloutVR. At the moment the following components are supported in-game:

  • GameInstanceController: This component allows the definition of teams and the overall game flow. Teams can have player limits and balanced team joins can be enabled. The system also has a ready-up system, so players can ready up after joining and the game will start once everyone is ready or a configurable timer runs out. The game can be split into rounds and played until a certain team won a number of rounds. You have access to a big number of events to customize your game experience. You can also decide if you want to have manual score management or if the server should manage the score via the combat system
  • CombatSystem: The combat system allows you to define the health pool of the player and the respawn behavior. The player can have up to 3 health pools, health, armor, and shield. Those are just internal names, you can use them how you see fit
  • Damage: This component can deal damage to the player either directly or as damage over time. You can also define how each health pool is affected.
  • GunController: This component allows you to set up guns easier by providing functionalities like shooting modes, ammo management, and reload mechanics. Shots are also Synced over the network separately to allow for more accuracy
  • ObjectHealth: This allows you to give a health pool to an object, similar to the player health pool
  • ScoreBoardController: This allows you to display team members, team score, game state, and game timers using Unity UI Text elements


New Movement System
We have completely reworked the movement System. The new movement system aims to give a smoother feel to the locomotion and allows us to make more extensions in the future. The most meaningful changes are as follows:

  • The Movement Framerate is now independent of the physics tick
  • The System still uses a two-way physics interactions, meaning you can push objects and be pushed by objects and particle systems
  • The Force that is applied to the player is limited before the get applied to eliminate the issue of getting catapulted too far away by certain particle systems
  • Movement parenting is now available using the CVRMovementParent component. You just simply add this component to an object with a collider and the player will be moved and rotated on the y axis together with the object


Ingame Search
You can now access the search in-game. You can use the search to find users, public avatars, public props, and public worlds, but also your own and shared content. Currently, the results are limited to 30 entries per category. This will change with the implementation of the new main UI later down the road.


General Changes

  • 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
  • Added an option to ignore minimum character collider size. This could lead to falling through small gaps with smaller avatars
  • We greyed out all buttons without function in the current main menu in order to reduce confusion for new players
  • Headbobbing is now split into 3 options: enabled, reduced, and disabled in order to provide a mode with 0% animation influence (https://forums.abinteractive.net/d/552-headbobbing-toggle-still-not-helping-much, https://forums.abinteractive.net/d/541-head-bobbing-with-headbobbing-disabled)
  • Pickup Objects now also reset their main collider state when getting respawned by height
  • The main menu can now be used with the mouse like the quick menu
  • Pickup AutoHold is now working in-game. You can drop such objects on Desktop by pressing G and in VR by holding the right grip button and pulling your right stick back
  • Interactables with custom triggers will not be executed when the GameObject is disabled
  • The Interactionray will no longer be blocked by players, when no menu is open
  • World Objects and Props now have their movement synced with 20Hz instead of 10Hz


Video Player Changes

  • Added a setting for maximum resolution allowed for youtube videos
  • Added a setting to disable the video stream for youtube videos
  • Added a launch parameter (--disable-videoplayers) to disable video players throughout the game


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
  • Fixed a Bug that led to onEnterTrigger Interactables firing multiple times for playerlocal
  • Fixed a Bug that lead to Log spam while sitting on a seat
  • Fixed a Bug where Objects stood highlighted even after a new one was highlighted
  • Fixed a number of bugs connected to duplicate Animator LAyer and PArameter names for the Avatar Animator


If you encounter any issues please be sure to report a bug. You can find information on how to do so here: https://forums.abinteractive.net/d/5-how-to-report-a-bug


If you would like to request a feature, you can check up on how to do so here: https://forums.abinteractive.net/d/7-how-to-request-a-feature

ChilloutVR Unstable Depot 661132
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