Call of the Starseed now officially supports the new Oculus Touch controllers. When you launch the game next, you’ll be able to choose between the OpenVR and OVR runtimes, the former being intended for Vive players and the latter for Oculus Touch users.
The OVR version of Call of the Starseed also features a number of bug fixes, as well as our new Hand Presence update with new hand poses, inclusivity options, Blink features, and more. Call of the Starseed with Oculus Touch supports standing 180, limited 360, and roomscale playmodes. If you have your sensors set up to support Oculus roomscale, you’ll be able to play Call of the Starseed just as you would with the Vive. If you don’t, we’ve added a few new features to make the game more comfortable for forward-facing mode as well, such as a new force grab and frustum fade.
As well as the new Oculus Touch support, developers and businesses will also notice a new arcade licensing option to bring our mind-blowing first episode of The Gallery to VR Arcades.
Over the next few weeks, we’ll be continuing support by adding haptic feedback and additional Touch controller hand poses for OVR, plus we’ll be bringing the Hand Presence Update and new features to OpenVR for Vive owners. If you come across any bugs while playing in the meantime, please submit a report using our online form. You can find our full changelog and notes below.
Adventure awaits!
Changelog v1.2 (Native OVR in Steam w/o Oculus DRM)
- Upgraded to Unity v5.4.2f2, using most recent Rift SDKs
- Oculus Achievement support added with in-game toasts (butter not included)
- Removed DRM/Entitlement check for this Native OVR version on Steam (note: using this build with the Rift still requires logging into Oculus Home, it just doesn't require a purchased Home key)
- Complete hand system overhaul
- Improved hand poses, additional new poses for some items
- Improved hand physics and interactions with items
- Customizable hand sizes and textures in settings
- HDR support for improved visual quality with Rift in settings
- Performance boosts in scenes and systems now can run on GTX 960 or equivalent
- Fixed bug when starting a new game would sometimes go to an empty skybox with sound (good for meditation, not adventure)
- Ability to switch between grip/trigger/both for use and grab functions
- Mirrored option for lefty/inverted controller mapping of every game function
- Added new Blink mode for Rift called "Consolidated" (default but can change in settings)
- Added new Blink presentation called "Projectile" (default but can change in settings)
- Added comfort mode for consolidated Blink mapping when not actively Blinking
- Added comfort mode turn degrees in settings
- Added Rift room configurations on first play (camera setup)
- New Standing 180 configuration has a floor indicator and frustum fade if turned away from forward direction
- Limited standing configurations make grabbing distant objects much easier
- Fixed bug with chomper persisting in other levels
- Fixed GUI selection issues
- Fixed up some backpack GUI item alignment issues
- Temporarily disabled flick gesture on lighter (will be fixed in future Oculus SDK)
- Added better notification for keeping HMD steady while about to load into a level
- Temporarily disabled "Ocean Lullaby" achievement until we make the tent larger (kudos to those who attempted!)
- Fixed issue with two instances of headclip checks existing on the player
- Renamed "HMD Resolution" to "Supersampling" in settings
- Changed the wording for intro tutorial and listening to the correct inputs now
- EULA will only ever pop up once for the user instead of every load (use trigger to grab scrollbar and drag down to accept terms)
- Fixed issue with hex not rotating in final scene
- Fixed missing background geo in cave scene
- Improved magnet gun issues
- Fixed missing cable textures in lab
- Fixed issues with hand textures missing in final scene
- Added some missing ramp components that made Blinking difficult
- Fixed some broken textures in some scenes and objects
- Moved some blink colliders back to improve reaching for non-roomscale configurations
- Disabled Persistent Blink Bounds temporarily until Guardian bounds data is integrated
- Fixed visual clipping issue with settings menu inside of geo (now is overdrawn)
- Added new system to calculate accurate user height without explicit calibration
NOTE: To prevent unwanted clipping on scene initialization, user must put on HMD and keep head relatively steady before the game will fade from a black screen.
NOTE: Some users may experience slight hand jitter during slow yaw rotations with decent framerate, please file a bug report with your system specs so we can resolve this issue.
NOTE: Touch haptics are currently disabled in this version until we can properly port the Vive haptics and clips we've established prior to this.
NOTE: Added notification on title screen to notify users without any sound to switch audio playback to "Rift Audio" in Windows.