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  Please rate rides on vzfit.com now
Posted by: emalafeew - 10-13-2020, 05:16 PM - Forum: Ride Reviews - No Replies

Hi everyone!

We just released vzfit.com/explorer/manage_rides as a powerful way to manage your rides and find shared rides for Explorer.

An important part of that is a new "Ride Rating" ability.  We'd like to encourage you to rate every ride you complete there, which will contribute to the overall rating that everyone can sort by.  They also now determine the rides that show in-game on the Explore Rides->Popular tab.

We ask that you rate rides there now instead of here.  Thank you!

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  Manage your rides on vzfit.com
Posted by: emalafeew - 10-13-2020, 03:54 PM - Forum: General Discussion - Replies (9)

The first version of our ride management page is now up at vzfit.com/explorer/manage_rides

You can get to it from the new Ride menu option, which also contains the "Upload KML" and "Review Snapshots" options.

From this page you can sort and filter all the shared rides in lots of ways, and check them to appear in your Favorites tab in game.

You can (and should!) also rate rides you've completed.  The Popular tab is now generated from these ratings, which were hand-seeded to begin with.  

The behavior of the map window takes a little explaining, and may yet change as we settle on the best interface.  Each ride has a marker, containing a "place" label based on how far from the center of the map it is.  If you click on a marker, or the place label in the ride list, the map will recenter, update all place labels, and resort the ride list on place.

We'll be listening to feedback here, and once this interface is in a good place we'll try to replicate it in-headset as well.

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  HTC Vive Port Using The SDK?
Posted by: AfxTwn - 10-12-2020, 04:24 PM - Forum: General Discussion - Replies (2)

Hi, would it be possible for a user to make a port of the Explorer app for use on the HTC Vive using the SDK? I understand your primary focus is on the Oculus platform which is why I am wondering if I were to make a port that would work with a Vive would that be ok and if it's even possible? It's not for any commercial reason, just for my own personal use I wondered what is required to port the app over for use with a Vive. I'd still be paying my monthly subscription but would be able to use the software in VR as oppose to the 2D app I am using now or having to get an Oculus headset.

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  Minor bug when quitting explorer
Posted by: surfous - 10-10-2020, 11:00 PM - Forum: General Discussion - Replies (1)

Hey team VirZoom, this is a super minor detail, but I thought I’d bring it to your attention. When quitting Explorer by holding the oculus button to get to oculus home, the screen that offers the quit and resume buttons shows a title card for VZ Play, not for Explorer.

Like I said, very minor, and doesn’t impact game play at all. Just looks like the wrong asset was used in this case.

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  What happened to the usage tab?
Posted by: billydwolf - 10-10-2020, 09:27 PM - Forum: General Discussion - Replies (1)

I thought it was a nice feature and used it to keep tabs of my daily spins.  

[If it is right in front of me and I don't see it, sorry.   Would not be the first time.]


Never mind, I found it [as predicted] - apologies

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  Unity SDK to UE4
Posted by: ItsMeMTB - 10-10-2020, 05:12 AM - Forum: General Discussion - Replies (1)

Has anyone been able o take the unity SDK and port it into Unreal Engine 4?

and has anyone tried using it with Rift S

Asking this before I buy

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  Pegasus
Posted by: HeckaBecka - 10-08-2020, 12:20 AM - Forum: General Discussion - Replies (4)

All of the things in the program work fine for me except for Pegasus flying.

Why? It worked a couple times but it consistently doesn't work.

Please advise!

Huh

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  Feedback on standup mode
Posted by: emalafeew - 10-03-2020, 12:50 PM - Forum: General Discussion - Replies (10)

Hi everyone,

We’re excited that standup mode is available to demo in our latest build and would love your feedback on it.

Standup mode is being built for our upcoming Oculus store release, so that anyone with just a Quest can play and get great exercise from VZfit.

By the time we release on the store it will be our new full default mode, with a custom trainer and better UX flow for connecting devices and everything else.

Explorer is the app we are turning into VZfit for Quest. When it launches, Play will still be available for bikes only. But our plan after launch is to incorporate Play games that can also be played in standup mode into VZfit for Quest, as well as new virtual world and Streetview experiences.

The first step was to create a special vehicle and mode for standup exercise, which is now in the current Explorer build for you to try. If you are already signed into Explorer with your bike, you will need to press Y/B in startup to “connect new device”. From there you will be able to press Y/B again to enter standup mode. New users will have that option right away before they’ve registered a bike.

You will play standup mode with the premium or freemium membership associated with your bike. New users won’t be able to signup or try premium until they get a bike, for now. But we’ll be changing our registration flow for anyone to try VZfit for free without creating an account, and then allow anyone to signup for premium using your Oculus account for payment.

The first thing you’ll notice when selecting standup mode is it asks you to stand in a clear area before recenteribg to start the game. Make sure you have at least one meter space around you, and are holding both oculus hand controllers. We’ll be using the oculus hand controllers more for menus and recentering, but for now (and ever with bikes) we still have gaze-buttons.

When you start the game you’ll be standing on your new vehicle, called an “Exerboard”. It’s a futuristic cross between a Can-Am and Segway, that reacts to your head and hands motion to drive. It works with customizations, snapshots, multiplayer, and every other mode we have. In 3rd person you’ll even see yourself standing on it, animated by your head and hands.

Any kind of head and hands motion will start it moving. You can sway your arms like walking, or do squats and lunges, or mimic cross country skiing. We tuned it to similar amount of energy you out into biking for a workout. You head generates more speed than your hands because it takes more energy to move. And it matter how much your hands move relative to your head. Use both hands to get the most speed from them.

By default you play standup mode with autosteering. But you can still switch to Tilt steering to control yourself, which can feel more like a real walk, and which you’ll need to take your own turns in open rides. When you go back to bike mode you can also switch back to Lean steering if you prefer.

That’s it for now! We really hope you enjoy it as another way to get exercise and can help us make it and our store build the best it can be for launch early next year.

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  Another Fitbit bug?
Posted by: Vixster - 10-02-2020, 02:38 AM - Forum: General Discussion - Replies (2)

I think I found another Fitbit bug.

On Sept. 29, I rode for more than 30 minutes which was approximately a minimum of 10 minutes past the end of a route because I wanted to hit 3000 spins in a single session. 

It appears the information that was transferred to Fitbit was limited to the end of the route. Is there a way to have it track if you go beyond for extra spins? I am starting to find myself in the "zone" and motivated to keep riding even it is past the end of a route. 

Also when if a have to stop a ride to change a setting, it will not transfer the info beyond the point I stopped. Will that be fixed anytime soon?

Thanks!

Vic B.

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  Vzfit app not found
Posted by: nna - 10-01-2020, 08:32 PM - Forum: General Discussion - Replies (1)

I redeemed the code for the explorer but it's don't see the app in the "not installed" section of my library. I have a oculus go.

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