When snap-turning in Oculus VR, the last turn position is locked as the entry "type" when you turn. This leads to turning from left to right, registering the last turn entry used, and producing a single snap turn in the wrong direction.
To reproduce:
Be in VR
Be in-game, in world
Turn Left (assuming first entry is "neutral")
Turn Right
At this point you will see that the first snap turn is registering as a left turn, and not a right turn as commanded
subsequent turns will be in the correct, right, direction
Turn Left
Problem persists
first snap results in a single, right-hand turn
subsequent turns will be in the correct, left, direction
Comments 6
Thank you for your report!
However, this issue has been temporarily closed as Awaiting Response.
Is this still an issue in the latest version? If yes, can you please add it to the affected versions (or mention it if you are not the reporter)?
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This issue is also in PSVR Bedrock version 1.19.20. It last worked ok in 1.17.41 (i haven't tried all 1.18 / 1.19 versions). This affects gameplay too much, so i cannot accept the latest updates until it is fixed.
>> Is this still an issue in the latest version? If yes, can you please add it to the affected versions (or mention it if you are not the reporter)?
This issue isn't resolved as of 1.19.30.25
This is a game-breaking bug for VR players and can confirm that it exists from at least 1.18.10 onwards but didn't exist in 1.18.2
To add additional information to try to explain it.. as soon as you enter a world and walk forwards everything works as expected. YOu can look around in VR with head look and the hud (when set to drift) correctly follows where you look. The issue comes with the first left or right snap turn at which point the HUD moves left or right about 20 degrees and stays there. At that point, if you then attempt to move directly forward instead your player crabs left/forward or right/forward. At this point, it's impossible to walk or sprint forwards or backward directly without crabbing.