Thanks for the bug reports! I'll answer them after this:
I've got some good news - I got VR working! Sort of. You can get the VR test build from
http://downloads.gcloud.lsdwa.com/proje ... -win64.zip. Extract it to a different folder to the normal Fractalus build as this build is VR only. Ensure you've got a controller connected (or your VR controls might work as well), click "Play!" on the Unity launch dialog, and it'll start with a calibration screen to ensure your position is centered in the cockpit in-world, then everything from there should work as normal including the UI. Up to you to figure out which controls do what, as I'm not sure how the controls are mapped on different systems, and you may still need to use some keyboard controls. This build supports both Oculus and OpenVR, and I suspect the Vive uses (or is compatible with) OpenVR but I'm not sure. Let me know if it works
The cameras were fun to get working right, as nothing in the game world is actually to scale (the terrain is 30 units high, the cockpit is 5 units high, and the sky is 1 unit across, and for VR purposes Unity considers 1 unit as 1 metre). Initially the scale made it seem like the cockpit was an enormous room, and the terrain was a miniature model of the world, and the stars were closer to my eyes than anything else! I had to look into how to force the scale on each camera, which I eventually found. Then I did the UI by setting up another camera to render the UI elements to a texture, which then gets rendered to a quad floating in front of the main view camera.
On to the bug reports;
If you land far away from the pilot they will take a long time to reach you. I'm not sure how best to deal with this. I could make them run faster, but at short distances (and when they get close) it'll look a bit silly. Or I could change the distance scale so that what's considered 2km is closer so that they never have far to run, but then the pilot's relative scale would seem really odd.
On the shields killing the pilot at any distance, I'll be reviewing this in the next build. The original manual states that the atmosphere will "dissolve your flight suit within minutes", so the pilots can't survive outside their ships for very long. If the pilot is not close enough to be killed by your shields, they should probably either run back to their ship for protection, or stand on the terrain trying to wave you down until they die from the atmosphere.
The level select screen currently limits you to selecting between 1 and 16, even though if you complete level 16 it'll take you to 17, then to 18, etc. so long as you don't try to select a level again. I'm currently working on this for 1.0 and will be adding the original starting level/ranking level screen, so the level selection in the mothership will follow your progress and allow you to select levels you've already reached.
The rendering box you can see in 3 screen mode is the "altitude fadeout cutting off halfway across the side screens" I mentioned in my last post. You can see it if you fly up high enough as well, and in the VR build above you can see it if you fly up high and look out of the side windows. That's on my list to fix
The saucers in the original game disappeared after passing your ship as well, so mine are implemented the same way to mimic the original.
Good to hear about the realtime shadows. One thing I spent a bit of time on for 0.9 was adding a random "latitude" to the worldgen so that the sun and stars would be tilted for each level to ensure that there would almost always be some shadows somewhere, avoiding the "Lahaina Noon" effect that would occur in earlier versions where the sun just goes straight overhead.
Thanks again for your feedback and bug reports! Let me know how you go with the VR test build!
Cheers,
Luke