VR Support
Once interactions and animations are implemented, players would have the ability to explore scenes and enter character POVs in VR (similar to Yiffalicious). Ideally you could also manipulate parts of the character creator in VR, but that would probably be far more complicated to design.
Developer response
VR similar to Yiffalicious will be implemented after interactions.
Comments
109
vote sum by 17 users.
Suggestion status
Will be implemented.
Gotta be able to use different vr platforms though. YL1 never worked right for me. :/
@BadOmen113
Fair enough. It was clunky and didn't have controller support. But YL1 hasn't been updated in over four years, and Unity VR support has improved significantly since then. Since FVNE will be running a newer version of Unity than YL1 did, I think it would be reasonable to expect that any headset that can use SteamVR will be compatible.
I do hope we get controller support this time around, though. Most VR games that expect you to use a keyboard and a mouse are basically unusable.
@Django
First of all, odes talked about it a bit in the most recent video devlog for Patreon, so we have had updates.
Second, this suggestion already says "Will be implemented" and "VR similar to Yiffalicious will be implemented after interactions".
What more updates do we need until the interactions build?
@Django
Yeah, you sound pretty harsh to me. I don't think the devs have been evasive at all. Then again, I've actually been reading and watching the Patreon updates for a few years now and I've seen every stage of this app's development. So I understand how limited the VR support in Yiffalicious was and that VR support is only happening in FurryVNE because we (specifically me, this is my suggestion in case you didn't notice)
I also understand that the reason we keep getting new character part models is because that aspect of the development is done by dogson, a 3d modeler, not a programmer. The main dev, odes, has basically ONLY been working on the interactions build, and time spent creating VR support for an app that doesn't even have an interactions mode yet would be time spent NOT working on interactions for no clear benefit.
As for the interactions build, their biggest obstacle right now is a bug in all stable versions of Unity that affects the tool that serves as the very basis of how the new penetration mechanics work. If you want an early version of the interactions build sooner rather than later, go bother Unity and tell them to backport the bug fix. If you're such a big time game dev with an intimate understanding of how this works, I'm sure you can pull some strings.
Sorry if my answers seemed harsh. I just don't like someone who has contributed literally nothing to this community using my suggestion as a platform to air his non sequitur grievances with the devs because he hasn't bothered to actually check the very detailed updates the devs have been putting out for years now about what they're working on, why they're prioritizing what they're prioritizing, and what progress they've made or what setbacks they've experienced.