brandonmousseau / vhvr-mod

Adds VR support to the PC game Valheim
GNU General Public License v3.0
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craft menu cut off #83

Closed Seretos closed 3 years ago

Seretos commented 3 years ago

Hi, i tried to install the vr mod. But if i want to craft something, the menu is cutted.

I tried to change some settings but i don't see the material slots and the craft button. Im using the oculus rift s. 20210629015225_1_vr

my current org.bepinex.plugins.valheimvrmod.cfg:

## Settings file was created by plugin ValheimVR Mod v0.5.3
## Plugin GUID: org.bepinex.plugins.valheimvrmod

[Controls]

## Disables VR completely. This is for Non-Vr Players that want to see their Multiplayer companions in VR Bodys
# Setting type: Boolean
# Default value: false
nonVrPlayer = false

## Setting this to true ties the direction you are looking to the walk direction while in first person mode. Set this to false if you prefer to disconnect these so you can look look by turning your head without affecting movement direction.
# Setting type: Boolean
# Default value: true
UseLookLocomotion = true

## This setting enables the use of the VR motion controllers as input (Only Oculus Touch and Valve Index supported).This setting, if true, will also force UseOverlayGui to be false as this setting Overlay GUI is not compatible with VR laser pointer inputs.
# Setting type: Boolean
# Default value: true
UseVRControls = true

## Which hand do you want to use for the main laser pointer input? If only one hand is active, it will be used automatically regardless of this setting.
# Setting type: String
# Default value: Right
# Acceptable values: Right, Left
PreferredHand = Right

## Key used to move head camera forwards. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: UpArrow
HeadRepositionForwardKey = UpArrow

## Key used to move head camera backwards. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: DownArrow
HeadRepositionBackwardKey = DownArrow

## Key used to move head camera left. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: LeftArrow
HeadRepositionLeftKey = LeftArrow

## Key used to move head camera right. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: RightArrow
HeadRepositionRightKey = RightArrow

## Key used to move head camera up. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: PageUp
HeadRepositionUpKey = PageUp

## Key used to move head camera down. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: PageDown
HeadRepositionDownKey = PageDown

## Used to recenter HMD tracking. Must be matching key from https://docs.unity3d.com/2019.4/Documentation/ScriptReference/KeyCode.html
# Setting type: String
# Default value: Home
HMDRecenterKey = Home

[General]

## Used to toggle the mod on and off.
# Setting type: Boolean
# Default value: true
ModEnabled = true

## Set this to true if you want tracking to be automatically re-centered when the game first starts up.
# Setting type: Boolean
# Default value: true
RecenterOnStart = true

## The VR mirror mode.Legal values: OpenVR, Right, Left, None. Note: OpenVR is required if you want to see the Overlay-type GUI in the mirror image. However, I've found that OpenVR mirror mode causes some issue that requires SteamVR to be restarted after closing the game, so unless you need it for some specific reason, I recommend using another mirror mode or None.
# Setting type: String
# Default value: Right
# Acceptable values: Right, Left, OpenVR, None
MirrorMode = Right

## **OBSOLETE**: Due to some changes made to recentering tracking, the first person positional values areno longer saved/used between play sessions. You can still manually adjust position in game, but it will be reset each time you restart the game or recenter HMD tracking.
# Setting type: Single
# Default value: 0
# Acceptable value range: From -2 to 2
FirstPersonHeadOffsetX = 0

## **OBSOLETE**: See FirstPersonHeadOffsetX description.
# Setting type: Single
# Default value: 0
# Acceptable value range: From -2 to 2
FirstPersonHeadOffsetZ = 0

## **OBSOLETE**: See FirstPersonHeadOffsetX description.
# Setting type: Single
# Default value: 0
# Acceptable value range: From -2 to 2
FirstPersonHeadOffsetY = 0

## Adjusts X position in third person cam. All third person zoom levels all share same offset.
# Setting type: Single
# Default value: 0
# Acceptable value range: From -2 to 2
ThirdPersonHeadOffsetX = 0

## Adjusts Z position in third person cam. All third person zoom levels all share same offset.
# Setting type: Single
# Default value: 0
# Acceptable value range: From -2 to 2
ThirdPersonHeadOffsetZ = 0

## Adjusts Y position in third person cam. All third person zoom levels all share same offset.
# Setting type: Single
# Default value: 0
# Acceptable value range: From -2 to 2
ThirdPersonHeadOffsetY = 0

## Set to this true enable using the arrow keys to position the camera when in first or third person mode. You can use this to set the values of First/ThirdPersonHeadOffsetX/Y/Z while in game rather than having to edit them manually in the config file. Your settings will be remembered between gameplay sessions via this config file.
# Setting type: Boolean
# Default value: true
EnableHeadRepositioning = true

[Graphics]

## RECOMMENDED - Determines whether or not to use the Amplify Occlusion post processing effect. This implements an effect similar to SSAO but with much less performance cost. While you can enable SSAO and UseAmplifyOcclusion simultaneously, it is not recommended. SSAO impacts performance significantly, which is bad for VR especially. Therefore you should disable SSAO in the graphics settings of the game when using this.
# Setting type: Boolean
# Default value: true
UseAmplifyOcclusion = true

[UI]

## Whether or not to use OpenVR overlay for the GUI. This produces a cleaner GUI but will only be compatible with M&K or Gamepad controls.
# Setting type: Boolean
# Default value: true
UseOverlayGui = true

## Width, in meters, that you want the Overlay GUI to be.
# Setting type: Single
# Default value: 4
# Acceptable value range: From 0,5 to 15
OverlayWidth = 2

## The distance from you that you want the Overlay GUI to be rendered at.
# Setting type: Single
# Default value: 2
# Acceptable value range: From 0,5 to 15
OverlayDistance = 5

## Vertical offset for the Overlay GUI to make it higher or lower
# Setting type: Single
# Default value: 1
# Acceptable value range: From -0,5 to 3
OverlayVerticalPosition = 3

## The amount of curvature to use for the GUI overlay. Only used when UseOverlayGui is true. Valid values are  0.0 - 1.0. Use the -/= keys to adjust in game (setting will be remembered).
# Setting type: Single
# Default value: 0.25
# Acceptable value range: From 0 to 1
OverlayCurvature = 0.25

## Size for the UI panel display (non-Overlay GUI).
# Setting type: Single
# Default value: 3
# Acceptable value range: From 0,5 to 15
UIPanelSize = 2

## Distance to draw the UI panel at.
# Setting type: Single
# Default value: 3
# Acceptable value range: From 0,5 to 15
UIPanelDistance = 5

## Height the UI Panel will be drawn.
# Setting type: Single
# Default value: 1
# Acceptable value range: From -0,5 to 3
UIPanelVerticalOffset = 3

## This determines whether or not the normal crosshair that is visible by default is visible in VR.
# Setting type: Boolean
# Default value: true
ShowStaticCrosshair = true

## Scalar multiplier to adjust the size of the crosshair to your preference. 1.0 is probably fine.
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0,8 to 2,5
CrosshairScale = 1

## This adds an indicator on screen when in repair mode that shows where the repair cursor currently is.
# Setting type: Boolean
# Default value: true
ShowRepairHammer = true

## Enable or disable displaying enemy names and stats above them in game.
# Setting type: Boolean
# Default value: true
ShowEnemyHuds = true

## Scalar multiplier to adjust the size of enemy huds to your preference. 1.0 is probably fine.
# Setting type: Single
# Default value: 1
# Acceptable value range: From 0,5 to 3
EnemyHudScale = 1

## Only used when UseLookLocomotion is true. This is the angle away from the center of the GUI that will trigger the GUI to recenter on your current look direction while stationary.
# Setting type: Single
# Default value: 75
# Acceptable value range: From 25 to 100
StationaryGuiRecenterAngle = 75

## Only used when UseLookLocomotion is true. This is the angle away from the center of the GUI that will trigger the GUI to recenter on your current look direction while moving.
# Setting type: Single
# Default value: 50
# Acceptable value range: From 25 to 100
MobileGuiRecenterAngle = 50

## Only used when UseLookLocomotion is true. This will cause the GUI to recenter to your current look direction when you first start moving.
# Setting type: Boolean
# Default value: true
RecenterGuiOnMove = true

## Use this to toggle the path predictor when using the bow and arrow with VR controls.
# Setting type: Boolean
# Default value: true
UseArrowPredictionGraphic = true

## DebugPosX
# Setting type: Single
# Default value: 0
DebugPosX = 0

## DebugPosY
# Setting type: Single
# Default value: 0
DebugPosY = 0

## DebugPosZ
# Setting type: Single
# Default value: 0
DebugPosZ = 0

## DebugRotX
# Setting type: Single
# Default value: 0
DebugRotX = 0

## DebugRotY
# Setting type: Single
# Default value: 0
DebugRotY = 0

## DebugRotZ
# Setting type: Single
# Default value: 0
DebugRotZ = 0

## DebugScale
# Setting type: Single
# Default value: 1
DebugScale = 1

## Normally the desktop cursor is locked to the center of the screen to avoid having the player accidentally lose focus when playing. This option can be used to free the mouse cursor which some users may want, especially if exclusively using motion controls where window focus is not needed.
# Setting type: Boolean
# Default value: false
UnlockDesktopCursor = false
brandonmousseau commented 3 years ago

There is an issue where the UI scale is affected by what your game's resolution setting is, and if it is set too low, this happens. I'm working on a fix to make the UI scale independent of what the resolution setting to fix this. In the meantime, if you set your game resolution to 1080p and restart the game, it should be fixed.

Seretos commented 3 years ago

ah now it works... thank you :)