vrdata_world_pre will only be available client side, and allows for accessing VR data before the tick. No server-side support since, because of latency, having access to it server-side wouldn't help due to latency (you can't take advantage of when in the tick/on what tick it happens like on the client).
vrdata_world_render will only be available client side, and would be used to allow rendering things at an effective framerate higher than the "20 fps" that the tick-based ones provide.
Will be available to 1.18.x-multiloader and 1.19.x
To prevent having to break compatibility and making a 3.y.z we'll be exposing these as IVRPlayer instances. They can be obtained in IVRAPI using the following methods:
getVRPlayerPre: Get player data from before the running tick.
getVRPlayerRender: Gets player data for rendering. Client-side only!
vrdata_world_pre
will only be available client side, and allows for accessing VR data before the tick. No server-side support since, because of latency, having access to it server-side wouldn't help due to latency (you can't take advantage of when in the tick/on what tick it happens like on the client).vrdata_world_render
will only be available client side, and would be used to allow rendering things at an effective framerate higher than the "20 fps" that the tick-based ones provide.Will be available to
1.18.x-multiloader
and1.19.x
To prevent having to break compatibility and making a
3.y.z
we'll be exposing these asIVRPlayer
instances. They can be obtained inIVRAPI
using the following methods:getVRPlayerPre
: Get player data from before the running tick.getVRPlayerRender
: Gets player data for rendering. Client-side only!