Yes, I know it's been a while since I posted, but that's because I've been working hard on the new project.
To reiterate: Guns, robots, holograms, stealth kills, parkour, and so much more--all in VR!
Though story details--as well as a proper title--have yet to be unveiled, I can honestly say that the game is coming along quite well.
The trouble with having large worlds in VR is that the more geometry being rendered in memory at a time, the more expensive it is on performance. So, after I build as much as I can in Unity, I'm going to split the scene into multiple smaller scenes to load an unload depending on where the player is at any given time. If I do this correctly, the player, when In VR, won't have any idea this is happening.
I use Adobe Fuse and Mixamo for my animated characters. This works really well, except when Unity decides to just not import the textures. I found a fix, by exporting the character model as an obj, with textures packed into one file, then let Mixamo re-export the rigged character as an FBX. Then, it works fine. The only issue is that there isn't any facial animation to work with for voice acting. But, I found a really great, in-world solution to this... which you will find out about when the game is released!
Thanks for reading!