Oculus Button Bug: UEVR Mod Character Spins Out Of Control
Introduction
Hey guys! Today, we're diving deep into a rather annoying bug that's been plaguing users of UEVR (Universal Unreal Engine VR Mod). Specifically, we're talking about what happens when you long-click the Oculus button while using UEVR-injected games. It's a bit of a head-scratcher, but stick with me, and we'll break it down. This bug can seriously mess with your VR experience, causing in-game characters to spin uncontrollably and making it nearly impossible to interact with menus. So, let’s get into the nitty-gritty details of this Oculus button long click issue, its impact on UEVR mods, and potential workarounds. Understanding the root cause and the different manifestations of this bug is crucial for both developers and users to find effective solutions and improve the overall VR gaming experience.
The Bug: A Detailed Look
So, what exactly is this bug? Basically, when you're playing a game with UEVR injected, and you long press the left system button on your Oculus Quest, things go haywire. Your character starts spinning like they're auditioning for a ballet, and it's not a pretty sight. The severity of the spin varies depending on whether you're using XRIZER or OpenComposite, but the underlying issue remains the same: a long press of the Oculus button triggers unexpected and disruptive behavior within the game environment. This inconsistency highlights the complexity of the bug and the challenges in pinpointing its exact cause. It also underscores the importance of considering different software configurations when troubleshooting and developing solutions.
XRIZER vs. OpenComposite
Now, let's talk specifics. When using XRIZER, the spinning is completely uncontrollable. It's like your character has lost all sense of direction. Even worse, UEVR often loses track of the cursor, making it impossible to interact with inventory windows. Imagine trying to grab a potion, but your cursor is all over the place – frustrating, right? On the other hand, with OpenComposite, the spin seems to be relative to your arm's position. It's a slower spin, and UEVR usually manages to keep the cursor under control, allowing you to interact with those pesky floating inventory windows. However, it's not a perfect solution, as the interaction is still wonky and unreliable. The difference in behavior between XRIZER and OpenComposite suggests that the bug may be related to how each runtime handles input or communicates with UEVR, further complicating the debugging process.
Real-World Examples
This isn't just a one-off thing, either. It happens in practically all games with UEVR injected. Need proof? Check out this UEVR playlist on YouTube. You'll see this bug popping up in various games, causing all sorts of chaos. The widespread nature of the bug across different games and configurations indicates that it is likely related to a core component of UEVR or its interaction with the VR runtime environment.
Steps to Reproduce
Want to see this bug in action for yourself? Here’s how you can reproduce it:
- Open a game that uses Unreal Engine.
- Inject UEVR to enable VR mode.
- Start playing the game.
- Long press the left system button. Watch your character spin!
Expected Behavior
Ideally, a long press of the Oculus system button shouldn't make your character spin uncontrollably. It should bring up the Oculus menu or perform whatever function it's supposed to do without messing with your in-game character. The expected behavior is that the system button should function as a non-intrusive overlay, allowing users to access system-level functions without disrupting the game world.
Technical Details
WiVRn Version
The version of WiVRn being used is v25.8.
Installation Method
The installation was done via envision.
Server Configuration
Here's the server configuration:
{
"scale": [
0.5,
0.5
],
"bitrate": 100000000,
"encoders": [
{
"encoder": "vaapi",
"codec": "h265",
"width": 0.5,
"height": 0.25,
"offset_x": 0.0,
"offset_y": 0.0,
"group": 0
},
{
"encoder": "vaapi",
"codec": "h265",
"width": 0.5,
"height": 0.75,
"offset_x": 0.0,
"offset_y": 0.25,
"group": 0
},
{
"encoder": "vaapi",
"codec": "h265",
"width": 0.5,
"height": 1.0,
"offset_x": 0.5,
"offset_y": 0.0,
"group": 0
}
],
"tcp_only": false
}
Hardware Information
The bug occurred on an NVIDIA GPU, with a Quest HMD.
Potential Causes and Solutions
Input Handling Conflicts
One potential cause of this bug is a conflict in input handling between UEVR, the VR runtime (XRIZER or OpenComposite), and the game itself. When the Oculus button is pressed, it may be triggering an unintended input event within the game, leading to the spinning behavior. To address this, developers could investigate how UEVR handles input events and ensure that they are properly filtered and routed to the appropriate components. Additionally, examining the input handling mechanisms of XRIZER and OpenComposite could reveal potential conflicts or inconsistencies.
Runtime Environment Interactions
The different behaviors observed with XRIZER and OpenComposite suggest that the bug may be related to how UEVR interacts with the underlying VR runtime environment. XRIZER, being a more comprehensive runtime, may introduce additional layers of complexity that increase the likelihood of conflicts. On the other hand, OpenComposite, with its more streamlined approach, may be less prone to such issues. To address this, developers could focus on improving the compatibility of UEVR with different VR runtimes and providing runtime-specific configurations or patches.
UEVR Code Analysis
A thorough analysis of the UEVR codebase is essential to identify the root cause of the bug. Developers should examine the sections of code that handle input events, VR runtime interactions, and game integration. By stepping through the code and tracing the flow of execution, it may be possible to pinpoint the exact point where the unintended behavior is triggered. This analysis should also consider the potential impact of multithreading and asynchronous operations, as these can sometimes lead to unexpected interactions and race conditions.
User Configuration Options
In the meantime, providing users with configuration options could help mitigate the impact of the bug. For example, an option to disable or remap the Oculus button could prevent the unintended spinning behavior. Additionally, allowing users to select between different input handling modes or VR runtime configurations could provide greater control over their VR experience and reduce the likelihood of encountering the bug.
Community Collaboration
Given the complexity of the bug and the limited resources of individual developers, community collaboration is crucial. By sharing information, testing different configurations, and contributing code, users and developers can collectively work towards finding a solution. Online forums, bug trackers, and code repositories can serve as valuable platforms for collaboration and knowledge sharing.
Conclusion
Alright, so that's the scoop on the Oculus button long click bug in UEVR. It's a real pain, but hopefully, with enough attention and collaboration, we can squash it. If you're experiencing this issue, don't hesitate to share your experiences and any potential workarounds you find. The more information we gather, the better chance we have of finding a permanent fix. Keep your eyes peeled for updates, and happy VR gaming! Remember, your feedback is super valuable in helping to nail down these kinds of issues. Keep experimenting, keep reporting, and let's make VR gaming smoother for everyone!