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[Feature suggestion] Option to use display entities to show VR players' head and controller positions? #114

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googleooer opened this issue Jun 29, 2024 · 4 comments

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@googleooer
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Right now the plugin just shows VR players as regular players to normal players, which makes sense since other players don't have the mod. However, wouldn't it be possible for VR players to send their head/hand positions to the server, and then have the server display them with vanilla display entities?

@fayer3
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fayer3 commented Jun 29, 2024

since you can only show player heads afaik, this would also need a vanilla shader to change the textures, which can break in some situations, for example when using iris/optifine shaders

@TypicalZedF
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TypicalZedF commented Jul 1, 2024

@fayer3

since you can only show player heads afaik, this would also need a vanilla shader to change the textures, which can break in some situations, for example when using iris/optifine shaders

It depends on how you look at it. Are you viewing it as a solution or a fallback? In the situation where the player doesn't have the Vivecraft client/mod, I think it's better than having nothing. You could simply pull the player's head and create a player head, using either another head with a pre-defined texture or an existing in-game entity. It should also be important that the server clearly indicates that this is indeed a VR fallback and still recommends players to install the client. There would be a lot of creative room for a vivecraft server fallback, and I think it's up to developer choice.

@googleooer
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Couldn't you just use stretched block displays to fake the arms? Like the user above said, I don't think the textures matter since it's a fallback. Or hell maybe you wouldn't even need to stretch a block model, just use End Rods to represent the arms of VR players for players who don't have the mod installed

@TypicalZedF
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The point that stands is that something is better than nothing. Though I'd love for everyone to easily download the VR mod, that doesn't seem to be the case. Some mods conflict heavily when used together. For example, the EMF mod can modify the player model like a resource pack. If this happens, EMF will override Vivecraft and break the VR model. Now you have a situation where people download the VR mod, but still don't see the proper movement because someone's using a resource pack. (That's another issue I need to put on the github) but I think maybe something like a fallback could be useful here.

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