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forum topic indicator CopperCube PCVR Release
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archangel
Registered User
Quote
2026-02-02 22:34:23

Free Edition Standard::
No FullBodyIk Support

https://archangel-ambieraforums....


Paid Edition Pro ($20)::
FullBodyIk Support + behaviors/actions
Custom opengl shaders
A lot more Button actions / logic + idle/walk for player meshes
weapon logic setup...ect

https://archangel-ambieraforums....

Only works with OpenGL

Make sure to read LICENSE.txt

Make sure to read other txt files very informative


Basic VR Rig::

https://archangel-ambieraforums....

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archangel
Registered User
Quote
2026-02-02 22:50:22

I have no more time to work on it right now. I run a business and I am getting married in 2 weeks. And most things are implemented already. Anything else can be implemented through behavior's and actions. Especially with the paid version.

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hadoken
Registered User
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2026-02-03 01:33:24

Congrats, excellent job @archangel! I appreciate what you have achieved here very much. No question, that's finally why you got my support as you can see. Wish you and your family all the best and your business great success. Thanks for the experience, thanks for sharing. Time to take care for your non-CC life ...

I love testing your stuff & there are things to find out yet like how to:

- increase resolution
- enable Anti-aliasing
- adjust movement speed walk/run (press hold left stick)
- get snap rotation or faster smooth rotation
- implement teleport alternative locomotion
- maybe get scene fx or screen shaders working
- change cam FOV
- (button) crouch
- make a cool demo :-)

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archangel
Registered User
Quote
2026-02-03 03:12:21

Thank you @Hadoken! Yes I can’t wait to see it transform into a full fledged vr Game engine powerhouse.

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rolevix
Registered User
Quote
2026-02-03 19:39:15

@archangel

Dude, this is absolutely amazing!
This is what I've been waiting for! Thanks for sharing this.

I get really sick from smooth turns. Maybe you could make it sharp, 45 degrees with one click, or be able to choose that?

I really want to start developing a game or some kind of demo using your add-on. I've also read the license agreement and am glad I can get away with including your name in the author list, since most of my projects are free.

You've probably seen my work on my Itch.io "Storyan teaM" . Right now I'm just playing with the add-on and using it for VR immersion in my old projects (Cetetorius, Px0915), but if I get more control customization options, I'd like to start developing a new game.

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archangel
Registered User
Quote
2026-02-03 20:01:30

Really glad to hear your feedback @rolevix. And yes, my apologies i am just one who absolutely hates snap turn or teleporting. But There is a chance it could be implemented with just a behavior or action, if i find that it cannot then i will go in and make a version that includes it.

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archangel
Registered User
Quote
2026-02-03 20:05:54

I am looking forward to seeing some of you guy's games on steam as VR! Exciting!

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archangel
Registered User
Quote
2026-02-03 20:07:57

Also, with the paid version you do not have to include the splash image or my name. It is completely optional but much appreciated if you do.

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archangel
Registered User
Quote
2026-02-03 20:09:53

One quick reminder I did make this for Meta quest headsets so currently it may render for other headsets but controls and stuff im sure it wont work. So any Meta Headset should be 100% fine.

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rolevix
Registered User
Quote
2026-02-04 12:21:01

@archangel

So, I practiced creating VR gameplay and found that there are a few more essential features:
- Sharp 45-degree rotation (or custom rotation)
- The ability to create an action not only for pulling the trigger but also for releasing it.
- The ability to change the hand tracking size. I don't know how to describe it more precisely, but the hands don't align with the world, as they're scaled to 0.01, and because of this, there's no impact when picking up an object. This breaks immersion even when approaching a wall. And if you try to hit an enemy with a sword, it feels like your hands are like dolls, and the sword doesn't even reach the enemy.
- Adjustable player movement speed
- Adding actions for pressing the right joystick up and down (usually used to switch weapons)
- Additional game display on the monitor (mirroring from the left or right lens). This is often necessary for capturing gameplay.

Otherwise, it all looks fantastic! I even managed to create a small VR prototype from my old zombie game:

embedded external image
🔎︎


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archangel
Registered User
Quote
2026-02-04 15:40:10

Most of the things you mentioned can be done yourself. If you tweak near and far on the camera properties, then you can change hand sizes.

Make your swords longer + if you remove collide when moved or make it smaller you will see what you are talking about with the swords or walls isn’t really true.

And most all of the other things you mentioned are already in the paid version. Example release actions are in paid version.

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archangel
Registered User
Quote
2026-02-04 15:42:48

And in vr having it displayed in headset and monitor will extremely hurt performance and is not recommended for main stream vr

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archangel
Registered User
Quote
2026-02-04 17:08:09

By the way your game looks awesome!

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hadoken
Registered User
Quote
2026-02-04 17:58:58

@archangel, you mentioned that most requested features could be realized via action/behavior scripts.

Could you give us a pointer please on how to change the movement speed and player rotation values, or are these both hard coded in the .dll and the cc custom binary file, not to be overriden by simple actions/behaviors at current state of ArchXR? THX

At least jump height can easily be adjusted from its corresponding javascript action code in the editor.

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archangel
Registered User
Quote
2026-02-04 18:27:34

I will check and confirm if movement and things can be overridden when i get the time.

But seeing that you can manipulate position via the jump script, im sure you can override movement through actions and behaviors.

If you read the new API guide you will see how to code with the new ccb functions, and use that to rotate or move the rig.


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