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Releases: Odie/skyui-vr

v1.0-alpha.2: Crafting menu now working

21 Sep 15:54
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Pre-release

Crafting menu added

Smithing, enchanting, alchemy all appear to be working correctly issue.

v1.0-alpha.1

21 Sep 03:45
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v1.0-alpha.1 Pre-release
Pre-release

Included in this package is a VR compatible version of:

  • Pause menu (includes MCM)
  • Inventory menu
  • Container menu
  • Barter menu

Feature summary

Toggling trade direction

In container and barter menu, keep hitting "left" until you've reached the first item on the category list (titled "All"). Hit "left" again and the trade direction should toggle.

Sorting items

This applies to any screen where you can see an inventory list. With the first item in the list selected (or nothing selected), hit "up" once to move the sorted column to the next one. Hit "up" twice in quick succession to change the sort direction.

For trackpad users, trying using "slow swipe" and "fast swipe" to differentiate between these two actions. The number of controller vibrations indicates how many "up" events the game has registered.

Category memory

All item list screen now remember your place in each of the categories. The upside is accidental category switches will not reset your place in a long items list. The downside is not being able to get back to the top of a long list quickly.

Slower UI input processing

The UI will ignore input events that arrive too quickly. This makes using the trackpad for navigation much less finicky. This might make working with large quantity sliders more difficult. It's also not known if this negatively impacts thumbstick users.

Why is the control scheme so weird?

The VR version of the game doesn't send the UI a whole lot of information regarding which keys are being pressed. There are a lot of different controllers out there, each with different layout and capabilities. Instead of requiring the UI to deal with all sorts of new key codes, the game seems to mostly send though just the semantic meaning of the input events.

This means the UI requires very little changes to work with VR controllers. But it also means a lot of input information is being withheld from the UI. The UI mostly only gets up/down/left/right events that's mapped to either trackpad swipes or thumbstick input. Since these are the only 4 meaningful input events we can work with, compromises had to be made to make sure the various menus functions are still reachable.