Is there any way to retain the jump command while using the vr headsets? I have some students trying to make platformers.
At the moment controls are optimised for cardboard, means that there is only one input (touch). This input is occupied with “walking” or “flying” depending on what camera mode you’re in. But in a platformer you most likely want to walk and jump, which is not so easy to do when you have just one button.
There could be an API/Block to perform the jump that you could call programmatically. For example, connecting it to an activation of a button or a hover.
Just thought I’d bring this post back to the top. Any updates? It would be great to have the ability to jump in VR. My students demand to play their parkour maps in 3D!
My students were just talking about this today!
We’ve made a remixable example space to demo mobile & VR - jumping for you
Here’s how it looks in action on mobile phones, tablets and in VR!
To add the jumping feature to your space, simply copy and paste the
JUMP_FEATURE ball. You can do so by selecting the red ball in the editor, pressing
CTRL/CMD + C to copy and then paste it into your space via
CTRL/CMD + V
Please let us know what you think! Since it is a demo feature we’d really love your feedback on it
Oops, didn’t notice the official reply. Thanks! That seems like a decent workaround given the limits of having a screen strapped to your face. I would still love to see game controller support at some point, it would open up so many possibilities!