MorpheTech-VRJesterMod icon

VRJesterMod

Gesture Recognition for Risk of Rain 2 VRMod

Last updated 2 weeks ago
Total downloads 650
Total rating 2 
Categories Mods Client-side
Dependency string MorpheTech-VRJesterMod-1.0.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

bbepis-BepInExPack-5.4.2108 icon
bbepis-BepInExPack

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 5.4.2108
RiskofThunder-HookGenPatcher-1.2.3 icon
RiskofThunder-HookGenPatcher

MMHOOK generation at runtime.

Preferred version: 1.2.3
RiskofThunder-R2API_Items-1.0.1 icon
RiskofThunder-R2API_Items

API for adding custom items

Preferred version: 1.0.1
RiskofThunder-R2API_Language-1.0.0 icon
RiskofThunder-R2API_Language

API for modifying the language localisation of the game

Preferred version: 1.0.0
DrBibop-VRMod-2.9.2 icon
DrBibop-VRMod

Play Risk of Rain 2 in virtual reality! Now with Bhaptics and Shockwave suit support!

Preferred version: 2.9.2

README

VRJesterAPI-RoR2VRMod

A VR Gesture Recognition API that allows Risk of Rain 2 mod developers to integrate their mods with VR.

https://imgur.com/JQDu2hs

https://imgur.com/JiVBah0

Usage:

  1. After installing the mod and its dependencies, run the modded game so the config files can be generated.

  2. To create & modify gestures:

    • Modify the config/VRGestureStore.json directly where gestures are stored.
    • Consider each object within the square brackets [] a mere piece of the gesture in a point in time. You can add multiple of these GestureComponent objects. This API recognizes gestures as complex as you want! Just know the more conplex, the more difficult it is to perform a gesture correctly to match your stored gesture.
    • Different values for "VrDevice" are RIGHT_CONTROLLER, LEFT_CONTROLLER, HEAD_MOUNTED_DISPLAY and if you want a gesture recognized on multiple VR devices you can incorporate a logical or using a pipe | like so RIGHT_CONTROLLER|LEFT_CONTROLLER|HEAD_MOUNTED_DISPLAY
    • Different values for "Movement" are forward, back, left, right, up, down
    • The "Direction" field takes forward, back, left, right, up, down, * values that create a 3D normalized vector. Example usage of this would be having up to recognize when the player's hand is facing upwards. The * is like a wild card which means any direction is acceptable. There's a certain threshold based on a virtual cone shape centered around the initial direction of the gesture. So it doesn't have to be exact.
    • The "ElapsedTime" is in milliseconds. So putting a value of 2000 would mean that part of the gesture lasts 2 seconds. This would be good for a charge up sort of move.
    • The "Speed" field is a float value representing the velocity of that GestureComponent. A decent threshold to recognize the speed of a punch would be 1500.0-2000.0 and feel free to play around with the values as much as you want.
    • Finally there's "DevicesInProximity" which is formatted like so:
    "DevicesInProximity": {
        "LEFT_CONTROLLER": 20
    }
    

    What this example means is that the VrDevice of this GestureComponent has to be within proximity of the left controller for 20 frames.

    Sample gesture store:

    "GESTURE 1": {
       "RIGHT_CONTROLLER|LEFT_CONTROLLER": [
         {
           "VrDevice": "RIGHT_CONTROLLER|LEFT_CONTROLLER",
           "Movement": "forward",
           "Direction": "*",
           "ElapsedTime": 0,
           "Speed": 0.0,
           "DevicesInProximity": {}
         }
       ]
     },
     ...
    
  3. Once your gestures are created, you can map them to key binds in config/VRJesterMod.cfg by creating key value objects under the field "GESTURE_ACTIONS". The "KEY_ACTION" field determines whether the recognized gesture triggers a single click key press, a hold down key press or release of said key.

"GESTURE_ACTIONS": {
   "GESTURE 1": {
      "KEY_BIND": "M1",
      "KEY_ACTION": "click"
    },
    "DETROIT SMASH": {
      "KEY_BIND": "M2",
      "KEY_ACTION": "hold"
    },
    "DELAWARE SMASH": {
      "KEY_BIND": "LSHIFT",
      "KEY_ACTION": "click"
    },
    "DETROIT RELEASE": {
      "KEY_BIND": "M2",
      "KEY_ACTION": "release"
    }
}