Added a default 'no snap turn or smooth rotation' to the control options for players using full 360 mode of play.
Laser grid patch
Collision range on laser grids in level 1 have been reduced so you no longer need a black catsuit to get through them.
New patch details.
Oculus thumbstick/default control option now appears in the settings room of every level.
A white road line on level 1 was a pixel too high causing a bump in the road, steam-rolled that sucker!
Glider fix.
I have released a patch which now makes the glider take off automatically with the player placed in the correct position after the intro.
This should hopefully fix any possible issues with the glider leaving without the player.
If you do have any issues please leave a comment, I'll be keeping a constant eye on here and the forum.
Glider take off issue.
I have had a report that the Glider on level 1 can leave without carrying the player making them unable to continue.
I have tried to reproduce this at various speeds unsuccessfully and had no other reports so far so I think the cause may possibly be a misaligned floor.
I am currently working on a patch which will insure this issue won't happen regardless and will put it out today asap!
Patch fix.
Fixed an overlapping menu option in level 1 settings room.
Snap or smooth rotation option added for all headset types!
I have added a separate 'snap turn' or 'smooth rotation' option to the menu for all headset types. Windows Mixed Reality motion control is fully supported now!
Windows Mixed Reality is now supported!
I have tested Windows Mixed Reality and Cyberdrifter works as expected for 360 standing & roomscale movement without the need for a patch.
PLEASE NOTE: There is a room adjustment app within the start menu apps section in Windows Mixed Reality Home, please use this to adjust your floor height if necessary.
If the floor is too far from the player at the glider section the glider will leave without you and you will have to reload the level after adjusting your floor height.
Pushing in on the right thumb-stick swaps hands & controls but the gun will still be held in a right hand when on the left side.
I am currently working on a patch for snap turn & rotation so it can be played sitting or standing still and a fix for the right hand on the left which I will put out asap.
NEW UPDATE IS NOW LIVE!
I hope you enjoy this new update, as always if you have any issues or feedback please let me know!
Steam achievements will be added next week along with Windows Mixed Reality support and a Left or Right handed option.
Known issue: On the HTC Vive the laser targeting lags very slightly behind the movement of the shield and the gun, this is a know issue with the Unreal engine build that the game is currently using and does not affect the Oculus version.
This does not affect gameplay and is only noticeable if you are staring at the end of the gun while moving it quickly.
I am investigating a fix but it may require moving the game over to a newer engine build which will take a bit of time.