Back when I played Minecraft VR using my Oculus touch controllers over a year ago the controls were intuitive. Left hand was inventory control (trigger and grip changed selected item, X/Y opened inventory and switched view mode), and right hand was item control (trigger and grip were hit/attack, place block/use item, A/B were jump and sneak).
Now it seems the controls have instead been set to mimick an XBox controller. This is fine when in living-room view, but becomes painfully unintuitive when in VR view.
This wouldn't be such a pain if it weren't that the control bindings for the motion controllers wasn't fixed (and this seems to be the case ONLY for motion controllers).
I found it hard to believe that motion controllers, and these only, are hard-coded. So, I viewed the "options.txt" file and can see that there is "ctrl_type_3_key" bindings, which I suspect are for the Oculus touch controllers (due to having limited bindings compared to other types). However, reconfiguring these has no effect on gameplay.
I request that the developers, at the very least, have the VR controls read their bindings from the options.txt file, instead of having them hard-coded as seems to be the case presently. I can't imagine this would be a difficult patch to implement.
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