using ABI_RC.Core.InteractionSystem; using ABI_RC.Core.Player; using ABI_RC.Core.Savior; using ABI_RC.Core.UI; using ABI_RC.Systems.MovementSystem; using MelonLoader; using RootMotion.FinalIK; using System.Collections; using UnityEngine; using Object = UnityEngine.Object; using UnityEngine.XR; using Valve.VR; namespace DesktopVRSwitch; public class DesktopVRSwitch : MelonMod { private static bool isAttemptingSwitch = false; private static float timedSwitch = 0f; public override void OnUpdate() { // assuming CVRInputManager.switchMode button was originally for desktop/vr switching before being left to do literally nothing in rootlogic if (Input.GetKeyDown(KeyCode.F6) && (Input.GetKey(KeyCode.LeftControl) || Input.GetKey(KeyCode.RightControl)) && !isAttemptingSwitch) { //start attempt isAttemptingSwitch = true; MelonCoroutines.Start(AttemptPlatformSwitch()); //how long we wait until we assume an error occured timedSwitch = Time.time + 10f; } //catch if coroutine just decided to not finish... which happens? if (isAttemptingSwitch && Time.time > timedSwitch) { isAttemptingSwitch = false; MelonLogger.Error("Timer exceeded. Something is wrong and coroutine failed partway."); } } private static IEnumerator AttemptPlatformSwitch() { bool toVR = !MetaPort.Instance.isUsingVr; //load or unload SteamVR if (toVR) { //force SteamVR to fully initialize, this does all and more than what i did with LoadDevice() SteamVR.Initialize(true); //Just to make sure. Game does this natively when entering VR. SteamVR_Settings.instance.pauseGameWhenDashboardVisible = false; //TODO: something needs to be done to reinitialize SteamVR_Input or SteamVR_Actions //If you restart SteamVR after already have been in VRMode, the steamvr action handles break //ive tried: //SteamVR_Input.Initialize(true) //SteamVR_Actions.PreInitialize() //Destroying SteamVR_Settings on DesktopMode //Destroying SteamVR_Behavior on DesktopMode //Destroying SteamVR_Render on DesktopMode //Combinations of all of these.. //Its probably really simple, but I just cannot figure out how. } else { //force SteamVR to let go of Chillout XRSettings.LoadDeviceByName("None"); XRSettings.enabled = false; //destroy [SteamVR] gameobject as next SteamVR.Initialize creates a new one Object.Destroy(SteamVR_Behaviour.instance.gameObject); //what even does this do that is actually important? SteamVR.SafeDispose(); } CloseMenuElements(toVR); yield return new WaitForEndOfFrame(); SetMetaPort(toVR); yield return new WaitForEndOfFrame(); SetPlayerSetup(toVR); SwitchActiveCameraRigs(toVR); CreateTempVRIK(toVR); QuickCalibrate(toVR); RepositionCohtmlHud(toVR); yield return new WaitForEndOfFrame(); SetMovementSystem(toVR); yield return new WaitForEndOfFrame(); //right here is the fucker most likely to break ReloadCVRInputManager(); //some menus have 0.5s wait(), so to be safe yield return new WaitForSeconds(1f); Recalibrate(); yield return null; isAttemptingSwitch = false; } //shitton of try catch below // shouldn't be that important, right? private static void CloseMenuElements(bool isVR) { if (ViewManager.Instance != null) { MelonLogger.Msg("Closed MainMenu Instance."); ViewManager.Instance.UiStateToggle(false); ViewManager.Instance.VrInputChanged(isVR); } else { MelonLogger.Msg("MainMenu Instance not found!!!"); } if (ViewManager.Instance != null) { MelonLogger.Msg("Closed QuickMenu Instance."); CVR_MenuManager.Instance.ToggleQuickMenu(false); } else { MelonLogger.Msg("QuickMenu Instance not found!!!"); } } private static void SetMetaPort(bool isVR) { try { MelonLogger.Msg($"Set MetaPort isUsingVr to {isVR}."); MetaPort.Instance.isUsingVr = isVR; } catch (Exception) { MelonLogger.Error("Setting MetaPort isUsingVr failed. Is MetaPort.Instance invalid?"); MelonLogger.Msg("MetaPort.Instance: " + MetaPort.Instance); throw; } } private static void SetPlayerSetup(bool isVR) { try { MelonLogger.Msg($"Set PlayerSetup instance to {isVR}."); PlayerSetup.Instance._inVr = isVR; } catch (Exception) { MelonLogger.Error("Setting PlayerSetup _inVr failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } private static void CreateTempVRIK(bool isVR) { try { if (isVR) { MelonLogger.Msg("Creating temp VRIK component."); VRIK ik = (VRIK)PlayerSetup.Instance._avatar.GetComponent(typeof(VRIK)); if (ik == null) { ik = PlayerSetup.Instance._avatar.AddComponent(); } ik.solver.IKPositionWeight = 0f; ik.enabled = false; } else { MelonLogger.Msg("Temp VRIK component is not needed. Ignoring."); } } catch (Exception) { MelonLogger.Error("Temp creation of VRIK on avatar failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } private static void QuickCalibrate(bool isVR) { try { //we invoke calibrate to get VRIK and calibrator instance set up, faster than full recalibrate MelonLogger.Msg("Called CalibrateAvatar() on PlayerSetup.Instance. Expect a few errors from PlayerSetup Update() and LateUpdate()."); PlayerSetup.Instance.CalibrateAvatar(); } catch (Exception) { MelonLogger.Error("CalibrateAvatar() failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } private static void SwitchActiveCameraRigs(bool isVR) { try { MelonLogger.Msg("Switched active camera rigs."); PlayerSetup.Instance.desktopCameraRig.SetActive(!isVR); PlayerSetup.Instance.vrCameraRig.SetActive(isVR); } catch (Exception) { MelonLogger.Error("Error switching active cameras. Are the camera rigs invalid?"); MelonLogger.Msg("PlayerSetup.Instance.desktopCameraRig: " + PlayerSetup.Instance.desktopCameraRig); MelonLogger.Msg("PlayerSetup.Instance.vrCameraRig: " + PlayerSetup.Instance.vrCameraRig); throw; } } private static void RepositionCohtmlHud(bool isVR) { try { MelonLogger.Msg("Parented CohtmlHud to active camera."); CohtmlHud.Instance.gameObject.transform.parent = isVR ? PlayerSetup.Instance.vrCamera.transform : PlayerSetup.Instance.desktopCamera.transform; //i think the VR offset may be different between headsets, but i cannot find where in games code they are set CohtmlHud.Instance.gameObject.transform.localPosition = isVR ? new Vector3(-0.2f, -0.391f, 1.244f) : new Vector3(0f, 0f, 1.3f); CohtmlHud.Instance.gameObject.transform.localRotation = Quaternion.Euler(new Vector3(0f, 180f, 0f)); } catch (Exception) { MelonLogger.Error("Error parenting CohtmlHud to active camera. Is CohtmlHud.Instance invalid?"); MelonLogger.Msg("CohtmlHud.Instance: " + CohtmlHud.Instance); throw; } } //hopefully whatever rework was hinted at doesn't immediatly break this private static void SetMovementSystem(bool isVR) { try { MelonLogger.Msg($"Set MovementSystem instance to {isVR}."); MovementSystem.Instance.isVr = true; } catch (Exception) { MelonLogger.Error("Setting MovementSystem isVr failed. Is MovementSystem.Instance invalid?"); MelonLogger.Msg("MovementSystem.Instance: " + MovementSystem.Instance); throw; } } private static void ReloadCVRInputManager() { try { MelonLogger.Msg("Set CVRInputManager reload to True. Input should reload next frame..."); CVRInputManager.Instance.reload = true; //just in case CVRInputManager.Instance.inputEnabled = true; CVRInputManager.Instance.blockedByUi = false; //sometimes head can get stuck, so just in case CVRInputManager.Instance.independentHeadToggle = false; //just nice to load into desktop with idle gesture CVRInputManager.Instance.gestureLeft = 0f; CVRInputManager.Instance.gestureLeftRaw = 0f; CVRInputManager.Instance.gestureRight = 0f; CVRInputManager.Instance.gestureRightRaw = 0f; } catch (Exception) { MelonLogger.Error("CVRInputManager reload failed. Is CVRInputManager.Instance invalid?"); MelonLogger.Msg("CVRInputManager.Instance: " + CVRInputManager.Instance); throw; } } private static void Recalibrate() { try { MelonLogger.Msg("Called ReCalibrateAvatar() on PlayerSetup.Instance. Will take a second..."); PlayerSetup.Instance.ReCalibrateAvatar(); } catch (Exception) { MelonLogger.Error("ReCalibrateAvatar() failed. Is PlayerSetup.Instance invalid?"); MelonLogger.Msg("PlayerSetup.Instance: " + PlayerSetup.Instance); throw; } } }