Inbox somehow pinged my inbox again because someone liked my previous comment. Figured id do a little catching up and drop more info here in case someone needs it.
basic things out of the way;
In Aug, 2024.
-A patron poll was released for feral skins
-build 0.0.21 was released.
In Nov, 2024.
-on the 19th a game of the year announcement stated that the codebase was restructured. ("toy modding" was added)
-On the 20th two things occured...
*build 0.1.01. (Alpha) was released.
*A public poll was released asking what system of vr hardware people most used (Oculus Quest won)
Now to get to the Nov 22 anouncement -Addressing the current state of Quest Support and Unreal Engine (Patreon)-
---------------------------The Following is his full post ------------------------
TLDR: Quest support returns for link play. Standalone Quest support attempts results in failures. 66% of my base has a quest, which means support is critical. Therefore, a transition to unreal engine 5 must be considered again, as it has greater support for everything, at the cost of cock and ball torture for myself.
In rewriting the game I inadvertently fixed most of the quest 2 issues that i had before. This means that the latest posted version of the game IS quest compatible via over wire or wireless link to your computer.
That being said, after seeing the rather alarming amount (66%+) of people who own the quest platform, I obviously REALLY want to fully support the Quest platform. By this i mean making it an installable app for side loading, just like any other NSFW games for the quest.
HOWEVER, despite being able to fully build the game and everything for quest...it simply will not work. Its been a nightmare to get this far and there is no guarantee i could ever get the game working in both Quest AND SteamVR setups.
3.5 years ago, Unreal engine 4.27 came out. This has been the last version of UE4 and its had a ton of support. There have been many reasons I have opted to not develop this game in the newer Unreal Engine 5 engine, but over time UE5 has matured and MANY new tools and opportunities could help me. The most prominent being far far far greater quest support, potential liquid simulations ( ͡° ͜ʖ ͡°), and amazing animation tools for realtime animation.
So I am going to take some time and look into Unreal Engine 5 again.
------------------------------------------------------------------------------------------
As of now he is going full rewrite which means migration (Unreal 4->5), Optimization (Aimed for a quest standalone apk), and likely some polishing/smoothing of systems (UI/modding reworks for simplicity and such.)
Dec 18th 2024, he is at the following
-Completed or close enough-
Setup Engine Unreal 5 for Quest development
Successfully build a blank project for Quest Standalone Platform
Successfully build advanced VR project for Quest AND SteamVR Platforms
AutoDetect platform and determine optimal performance settings
Connect Engine and project into Source control
Migrate all prior existing utility library assets and infrastructure
Successfully Re-Integrate Desktop Controls
-In Progress-
Slowly Migrate all existing code, plugins and assets into new project
Polish and address any issues that might arise, particularly performance
-Nowhere close/not started-
Release First Quest Version
-----------------------------------------------------------------------------------------------
And now some notes in-between.
Full Quest Support Update 1;
"And if you don't anything about developing for mobile games, its a known government PsyOps torture technique not even the CIA can do anymore." - SpiceDrake. Nov 23, 2024.
Quest Support Update 2;
-Quest Support works but is horrendous, he discovers sideloading (cause no way zuck allows this on main store).
-Got an advanced SteamVR build working.
Quest Support Update 3;
His main rewrite is over now he is stabilizing the main infrastructure and moving assets over
Quest Support Update 4;
Recreating the "physical game" (likely continuing asset transfer and replugging shit back together).
Quest Support Update 5 (latest one from what I can see);
-Waiting for a plugin update, went from moving assets to moving boxes real quick (ya know, cause hes literally moving).
-Theres also this bit...
--------------------------
A much smaller road bump has been quest issues. Of course. Lots of crashing, very few errors to learn from. I can usually analyze what a problem is very fast and attempt fixes within seconds normally. On the quest it is absolute hell. I have to package the game to test it. Which is a several minute process. Then SideLoad it to the Quest, another minute. put on the headset, then launch the game. Then (because META doesnt allow console error logs), listen for a play sound node that plays an error sound. I literally have to place a "noise" node and if i hear the noise, then the noise node is placed before the error. If I dont hear the noise, then something is wrong in the code before the node.
Rinse and repeat until i find the error.
-------------------------
Well thats all I got for you (use kemono for the full notes), Till next time I see this in my mailbox.