Alpha 0.2.1.7

A big VR pass — comfort options, traversal abilities, a headset-readable settings menu, and
a batch of VR-specific fixes (chase, swallow, falling out of the map, respawn) — plus two of
Miu's components that were silently breaking in release builds (but working in the editor).

Added Content

  • (Game) In-VR settings menu — open it in the headset and point-and-click with a controller laser; includes a Quit to Main Menu button. No desktop menu needed in VR.
  • (Game) VR comfort options — a turn-speed control, instant snap turning at multiple angles (5/10/15/30/45/90°), crisper movement with full grip on slopes, and a higher jump. (Hexabody is a physics rig, so some movement momentum is inherent — Teleport is the zero-motion option for sensitive players.) All tunable in the in-VR settings menu.
  • (Game) VR traversal in the sandbox scene — infinite jump and a silk hook-shot (grapple), matching the desktop abilities (same tether visual and feel).
  • (Game) VR teleport locomotion — optional point-and-blink movement (SteamVR-Home style) as a comfort alternative to smooth movement; toggle it in the VR settings menu.
  • (Game) VR jump in the feeding scene — a normal grounded jump (press A) so you can hop around inside Miu, without the sandbox's infinite jump.
  • (Game) VR health feedback — there's no health bar in VR, so as you take damage the world now drains of colour and a tunnel-vision vignette closes in (stronger the closer you are to death, with a faint pulse when critical). It's your cue you're being worn down. Toggle it off in the VR settings menu. (Also: the VR player now actually takes damage from the same things as desktop — stomp and stomach acid.)
  • (Game) VR controls list — a "Controls" page inside the in-VR settings menu showing the bindings (for players, especially on Index/Knuckles, who had no binding feedback). Open the settings menu and click Controls.

Changes

  • (Game) Swallowed VR players no longer ragdoll — when Miu swallows you in VR you ride down into her as one piece instead of bending at awkward angles, and sit correctly inside her.
  • (Game) Miu's final actions no longer always cut to the same scene. When she commits to an action she now decides — weighted by her mood/intent — whether to handle it where you are, take you to the eating scene, or the feeding scene, so outcomes vary instead of always doing the one thing. (Red Light Green Light and the Maze stay in-scene mini-games.)
  • (Game) Added mesh updater proximity to the VR controller that was missing in the sleeping scene.

Bug Fixes & Other

  • (Game) Added an out-of-bounds safety net — if you end up under or outside the map you're recovered automatically (VR respawns at the spawn point; desktop drops you onto the nearest ground). Covers the main-menu teleport that could strand VR players outside the level.
  • (Game) Fixed the boot "press any key to continue" screen being un-dismissable in VR — it only listened for keyboard/mouse/gamepad, so headset controllers did nothing and you were stuck on the boot screen. Any controller button (trigger, grip, A/B/X/Y) now advances it, and the prompt reads "press any button" in VR.
  • (Game) Fixed Miu's hand-grab locking your view in VR — while held you couldn't turn or even move your head, because the grab re-oriented the whole rig toward her every frame. It now faces you to her once when grabbed, then just holds your position, leaving your head and turning free.
  • (Game) Fixed stomach acid not hurting the VR player — it locked onto the player's health before the VR rig existed, so a VR player could sit in acid unharmed. VR now takes acid damage exactly like desktop (Miu's stomp already did).
  • (Game) Fixed Miu's suction and the intestine pull ignoring the VR player — the table vacuum, the standalone suck, and the intestine's pulse-wave pull only ever grabbed the desktop player and food (they detected by tag and yanked a single rigidbody, which a VR rig isn't). They now recognise the VR rig and pull/carry it as a whole through its physics, so in VR you get vacuumed off the table, sucked in, and ride the gut like everyone else.
  • (Game) Fixed VR players being unable to enter Miu's body parts (breast, etc.) in the sandbox — the entry zones that open those areas only detected the player by tag, and the VR rig's colliders aren't tagged, so nothing ever opened. They now recognise the VR player.
  • (Game) Fixed Miu's voice (text-to-speech) going silent after the first line — if the TTS server was restarted or cleaned up its temp files, the game kept pointing at a dead voice reference and every later line failed. It now re-uploads the voice automatically when a call fails, so speech recovers on its own instead of needing a game restart.
  • (Game) Fixed a VR player walking into Miu's mouth/swallow trigger and not getting grabbed — the trigger threw out "untagged" colliders first, and the VR rig's colliders are untagged, so it never saw you. It now recognises the VR player and swallows you properly.
  • (Game) Fixed the VR player ending up in the wrong place during unbirth and being-eaten animations — Miu carried you by moving only the rig's root while your actual body stayed behind. The rig now rides those animations as one piece, so you stay where you're supposed to and land in the right spot at the end.
  • (Game) VR: you can now look around while you're being held, eaten, or unbirthed — your body stays pinned to the animation, but head tracking and the right stick still turn your view (and your hands) so you're not stuck staring one direction.
  • (Game) VR: fixed being dropped in front of Miu instead of inside her when the intestine ride grabbed you — it was positioning the rig's anchor point rather than your actual body (which, in VR, lives apart from that anchor). You now land inside the ride volume where you belong.
  • (Game) VR: fixed not respawning after falling off the map (only desktop recovered). The out-of-bounds safety net was watching the rig's parked anchor point, which never moves, so it never noticed your body had fallen. It now tracks your real position and respawns you at the scene's spawn point like desktop does.
  • (Game) VR: fixed Miu's mini-games (Red Light Green Light and the Maze) not working in VR — you'd get sent in, but couldn't actually win or lose and were never handed back to Miu afterward. The games tracked the rig's parked anchor point instead of your real body, so they never saw you move, cross the finish line, or reach the maze exit; and the maze's key and exit door only detected the tagged desktop player, so a VR player couldn't pick up the key or finish. Now your real position drives the games, you can collect the maze key and reach the exit, and win or lose you're returned to Miu (and face the consequences of a loss) just like desktop.
  • (Game) VR: fixed the controller models floating in front of your hands. Hexabody only nudged the controllers onto your grip for SteamVR/OpenVR; on OpenXR (Quest, Index, etc.) it left them sitting forward of where your hand actually is. They now sit on the grip (a position-only correction — their rotation was already right). If they're still a touch off on your headset, the pull-back is now a tunable value.
  • (Game) Fixed VR respawn leaving the player unable to move after death.
  • (Game) Fixed VR players being stuck after Miu swallowed and released them — no gravity, couldn't move or turn. The rig is frozen on the way down so it can't ragdoll, but that freeze was only undone on death/respawn, never when a swallow released you back in-scene. Release now un-freezes the rig and parents it like the desktop player, so you keep gravity, movement and turning inside her.
  • (Game) Fixed Miu spotting the VR player but never committing to the chase — she'd notice you, then immediately "lose sight" and never come pick you up. Her line-of-sight check aimed at the VR rig's floor-level origin, so the sightline ray hit the floor every frame. She now sights the headset (head height) in VR; desktop is unchanged.
  • (Game) Fixed Miu not tracking the VR player — she'd enter chase then stop, wouldn't turn to look at you, and her grab reached into empty air. She was aiming at the VR rig's root point, which stays parked at the spawn position while your body moves through the world; she now targets your head, so her pathing, head/chest look-at, and grab all aim where you actually are.
  • (Game) Reverted the VR controller-tracking and hand grip-offset overrides that were added earlier in this version — they made the hands feel worse, not better. VR hands now use the rig's native tracking again. (Correct hand alignment on OpenXR is still being worked on.)
  • (Game) Fixed Miu reaching the VR player but never trying to pick them up — her foot-to-player line-of-sight check could clip her own leg. The tiny VR player sits low at her feet, so that line ran along the floor through her own foot and the check bailed (the taller desktop player's body cleared it, which is why desktop always worked). She now ignores her own body for that check, and her stomp no longer errors on the VR rig.
  • (Game) Fixed Miu's scent detector and facial-expression components loading as "missing script" in release builds — they weren't excluded from code obfuscation, so the build renamed them and broke their scene wiring (it only ever worked in the editor). This also fixes Miu spotting you through walls (a missing scent detector defaulted to maximum scent) and her facial expressions not firing.
    • Note: with the scent detector working again, detection is back to its intended design — Miu has to build up your scent rather than instantly spotting you at full strength, so hiding and stealth work again, and her hunger/mood now respond to how close you've been. If you played a recent build she'll feel noticeably stealthier and fairer; this is intended, not a regression.

Known Issues

  • (Game) VR: Miu's stomach acid isn't visible in the headset yet. The liquid only renders from a single flat-screen viewpoint, so proper per-eye VR rendering is still a work in progress — for now the acid is hidden in VR (it's still there and still hurts you, you just won't see it). It renders normally on desktop.
  • (Game) VR: the controller models may still sit slightly off from your real hand on some headsets. The grip offset is now corrected for OpenXR and is tunable, but the exact resting spot can vary by headset and is still being dialed in.
  • (Game) VR: Ball feels too rolly on the VR Main Menu, hard to control in the air in sleeping scene