Sky Climbers is now cross platform compatible with the Oculus Rift and HTC Vive! There were numerous back end changes that went into this update. There have been updates to all of the player abilities such as, Pull beam, archery, fling anywhere and paragliding. The mentioned abilities should now perform smoother and without interference from other mechanics.
One of the major changes with the abilities is the bow and arrow spawning. Here is a breakdown of the old and new bow spawning mechanics.
Arrow Spawning (old method)
There is a collider on the players head position which acts as a "quiver" for the bow and arrow. If you press grip while hovering over the "quiver" you will spawn the bow. If the bow is currently spawned, when you reach for the quiver again, you will spawn an arrow.
Arrow Spawning (new method)
The major difference is now the bow is always active on the map, in fact its floating behind the player camera, as if it were attached to the player body. When the player reaches behind their head to the "quiver," they are actually reaching and grabbing the bow that is behind you. The arrow spawning still works the same, it must first wait for the bow to be in the players hands.
So what was the problem? The issue was caused by a weird grab state detection. In the old method, when the player pressed grip on the "quiver" there were a few functions being called. First the player presses grip, this instantiates a new bow object, then because the grab button has already been pressed, we need to assign the bow the players grip. If the player is still holding grip with the active bow hand, loading an arrow into the bow causes a bug and prevents the bow from being used. The problem here was the fact the grab button had already been pressed. Upon releasing grip the bow would disconnect from your hand. This should not be happening on release, but rather on grip press (so you dont have to constantly hold grip to use the bow)
We resolved this issue by clearing up the grab state detection. Instead of spawning and force grabbing the object on the same call, the bow is now always active and ready to be grabbed. There are still other issues with the bow spawning and we will be looking into this immediately.
We also were able to optimize many other game mechanics due to a player events manager that tracks which abilities are enabled or in use. Now the pull beam, fling anywhere, and even bow/arrow work in relative harmony.
Lastly an optimization pass has gone through the entire game providing better overall frame rates across platforms.
Remember to report bugs on the bugs forum, and have fun!