1 Year Ago
Better test camera position & fov so I can see wtf is going on Add a PlayerPawn which has a Paddle which tracks the ActiveBall Paddle hits the ball from a Simulated context, if the ball hit the paddle it'd be shite, do this from Simulate so it can be predicted/clientside authorative Also get some bounce / hit sounds going Hook our paddles up to Input.VR.RightHand and set our anchor position, can whack balls in VR now