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vrcbce's Issues

White ball pickup incorrect reset.

Today v1.1.1 testing, and there is one big problem. The white ball pickup showed out of nothing and stays on for other team member, but even too for other team member.
And it repeat again with new game round. So if other player complete white ball positioning, it doesnt go away for others. Probably sync issue.
Also at begin game, where player may move freely, it doesnt go away for others.

1v1 gameplay has less problems, so team mode has weird bugs.

This must solved immediately.

Japanese Localisation

Japanese localisation via importing text assets and setting the text via them based on a JPN/ENG toggle on the main menu.

Couple of Issues with newest release

Here's a couple of issues, I've noticed in my world with using this asset.

Using M.O.O.N's UI Pool Table Prefab.

  • Pool Tables automatically reset during playing the game.
  • Pool Tables UI gets stuck/locked if someone starts the game and leave, making the pool table complete useless. (I'm not sure 100% how this happens, just speculating. However this issue was happen.)

Games end part-way through for unclear reasons

  1. It is unclear why a game is over. The log should be more explicit, and the game should report the reason why in the win/lose message.
  2. Some users are reporting issues where game randomly ends part-way through.

Japanese Localization

Work with community localization assets to get VRCBCE playable by a native Japanese speaker who doesn't speak any English.

XSStandard shader broken

Not sure if some parts were accidently left out or anything even though I only see mcuestick material using it.
image

Missing information board

Your package has already textures for it, but FBX mesh is missing, so i grabbed from old Harry package.
There is no prefab found, and nothing found inside pool package.

Can you add it next time in package? It's for some people who still need rules/information board.

Make the turn better visible.

I noticed the cue colors are even bright even turns are changed. This will confuse some people.
I know you made "thing" sound but it will not help deaf and (hard) bad hearing, makes the game not very deaf-friendly.
Also in busy room, they might even miss sound. So we need good visuals for each turn.

I want tell Harry did good job with changing brightness level in cues in his builds, showing your turn (brighter color) and when it's over (much dimmer color).

Can you make it possible? Thanks!

Today a lot playing, looking at debug window, it says table color change should happens, but i dont see on table lights. Please verify why table lights are not working.

Cues reset in weird position

You moved 2 cues now to side, upstand in last version.

Problem by game end: cues are now put back but in less nice way:
VRChat_1920x1080_2021-06-23_00-17-44 626

This can done better (old versions are just good), so check why it goes in wrong position.

Explore integration with UdonChips.

UdonChips is the first portable money system for Udon that's gained attention. Review the prefab. Does it gel well with VRCBCE? If so, write an example integration of it where it costs n amount of money to play a game of pool.

Some common bugs noticed

I will go ahead and dump a list as some of these that I observe and some that have existed for a long while:

  • When hitting the ball at max power in desktop will sometimes clip through or when breaking will move a few balls only (think its most likely a physics issue)
  • No spinning of any of the balls at all (I assume it had to do with a bug with balls behaving incorrectly when root is not at 0,0,0. This can happen IRL rarely, but will be difficult to calculate most likely)
  • Hitting a ball will not bounce away and will still go forwards picking up speed
  • Putting the ball is triggered pretty early (not your fault as this was a thing with the original one as well where it early scores and doesnt make sure the ball actually got in the hole.)

Figure out a better PR workflow

I'm having issue with my tooling for PR reviews. I'm using the VSCode Github Pull Request and Issue extension, but given folks are wanting to merge from their forks this leaves me in a weird situation where I can't do what I want, which is:

  1. Get given a PR
  2. Review it without having to make a new one I actually made
  3. Accept it, potentially make edits to it
  4. Merge

I'll need to read up on better ways of managing this.

Don't forget the version number :)

When you upgrade the pool table package to 1.1.2, i am looking weird at the version number scoreboard: it still shows v1.1.1

I did import package again, and it's still v1.1.1. It was not my mistake with Prefab Variant.
So, next time, if you want publish new update: don't forget change also the version number on the score board. :-)

Problem with Udon Sharp

So I imported the latest 1.1.1 Pool Table and when I try to test it by pressing play and using CyanEmu, "All U# compile errors have to be fixed before you can enter playmode!" And then when I try to build and test from the control panel, it says,"The the VRCSDK build was aborted at the request of the 'UdonSharpBUildCompile' VRCSDKBuildRequestedCallback" I have SDK 3 and udon sharp in there of course. I dragged and dropped the table into world and just deleted the Logger chat. And then I completely removed the entire folder from the project and things are back to normal. Am I missing something or did I do something wrong here!

Pool Table Error (REPOST)

I've tested with CyanEmu, and VRC Test builds and no errors like this is found. Only when I build & Publish to VRChat. Older version of this works fine, no issues. However I ignored the error and just published it anyways. It works fine after testing it regardless. Atleast on desktop.

Edit: Using tried using the latest unity package file, and the included hot fix, but still same.

Error with latest update:

[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolCue.cs(62,38): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000019, 0x0000003F

Object reference not set to an instance of an object

[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs(491,50): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000622, 0x00000051

Object reference not set to an instance of an object

Quest Support

v0.2.0 has no official support for Quest. This is because it was superfluous to the priority of making a smaller, easier-to-edit prefab.

Quest support is required for v1.0.0, as the table needs to have close to feature parity with the original prefab.

The priority here is simplicity. Personally, when doing cross-compatible work "Quest-first" is the correct route. So for 1.0.0, the code needs to fully work assuming Quest-level hardware is the default. (That means that we switch off PC-only features, or allow those features to work on Quest too).

Incorporate M.O.O.N's work as an additional prefab

M.O.O.N has provided a UI update which looks quite a lot nicer than the current one. Handle licensing and then incorporate the new UI as an alternative to the current one in 1.2.0 (as a proof-of-concept for having multiple UIs for the base table)

There's a collider on the logger canvas.

The VRC Ui Shape adds a non-trigger collider if one does not exist. This makes it an obstacle in play.

The VRC Ui Shape can be removed since it has no interaction with the Logger. Alternatively, add a box collider with trigger to avoid it.

Error with latest update.

Error with latest update:

[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolCue.cs(62,38): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000019, 0x0000003F

Object reference not set to an instance of an object

[<color=#FF00FF>UdonSharp] Assets/VRCBilliardsCE/Scripts/PoolStateManager.cs(491,50): Udon runtime exception detected!
An exception occurred during EXTERN to 'VRCSDKBaseVRCPlayerApi.__IsUserInVR__SystemBoolean'.
Parameter Addresses: 0x00000622, 0x00000051

Object reference not set to an instance of an object

Add some gamemodes like Pro mode

There are some forks with:

  • another simulation code
  • pro mode (no lock stick, no aim line and hit ball point)
  • practice mode, where you can move balls what you want
  • save / load practice mode....

So that is a lot for a fork. What can you do here? Pro mode might good add, others are just extra.

Scaling Table/Rotation affects Cue Pickup and Ball pocket drop animation

If the table is rotated and scaled, the Cues scale and the collider positions appear correct in editor, but in VR only the base grip is consistently interactable. The second sphere collider often cannot be gripped by the other hand without some repeated maneuvering. Also, the ball pocket drop animation assumes horizontal, which isn't a big deal but something to note.

Looking back at the video, the Cue isn't released from the position with the collider showing the "equip" tooltip, but soon as it starts showing "shoot" tooltip it's fully movable and the second collider appears.
Edit: Resolved by increasing collider scale of the base "Shoot" collider and reducing proximity on the second collider.

VRCBillardTest.mp4

ea2a1568815c54c3224b1ed997e40ea7

Add a tutorial

Add a tutorial file that will explain how to add the prefab to a world.

4-ball bug: unexpected yellow-white swap

version 1.1.2 has weird bug: each turn, the white ball suddenly swap with yellow ball. Every player turn!
This bug was not in Harry version.

Please fix the bug.

Add more client resistence

The table currently does not resist attacks from client users at the moment. This is an easy fix involving liberal use of the underscore symbol.

Simulation Performance

The frame-by-frame simulation of the table is somewhat heavy and needs to be reduced in load to allow for multiple tables to work well on Quest/2 hardware.

Nicer Default UI

The current UI is placeholder and needs a refresh by a specialist who knows what they are doing. It's easy to make your own UI using TextMeshPro and PoolMenu.cs, but a default one means nicer looking tables for everyone.

Unexpected feedback (score is correct) by 4-ball game

Installed version 1.1.5, good to see no more yellow-white swap.

Only, there is slight wrong result when ball hits together. Seems the opposite side might see wrong +1 effects.
Lucky scoreboard is correct counted.

I mean, there is no way +1 when it hit 1 time ball (Japanese mode) because it need hit 2 times. Seems it only affect non-owner side.

And sometimes there is no feedback, even i can see hit 2 times (valid +1). The code need some fine adjustment.

Ha ha this build is totally untested

TODO:

Need to do a proper suite of tests now that this build is official!

Users can help here: pull the prefab, tinker with it and try and break it.

A couple of feature requests.

I have a couple of feature requests and you can decide if you want to do them or not.

  1. I know the one Terri00 made had how to guides on each gamemode, but is it possible to add it back so that players who never played before don't get confused straight out of the box or just have them show up per gamemode?
  2. For 8-ball, allow all the regular colors for solids and stripes as a seperate gamemode. (I assume it will require alot of work most likely)
  3. For teams, enable 2 extra pool sticks and cycle through so that your teammate isn't hogging it most of the time. (this is rare, but sometimes it can be annoying for those who want to play)

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