![valve index playspace mover valve index playspace mover](https://i.ytimg.com/vi/hHSJc_jDDHs/hqdefault.jpg)
It's annoying that its hard to reproduce and seems only to happen the first time or after room setup, because its the first time someone is playing the game and will assume its broken all the time. These do not happen when playing from Unity editor, only in the build version. Headset and controller tracking all works, it just seems the headset zero position is at the floor level. Reported with Valve Index, using SteamVR standing setting - headset spawns at the VR floor. Issue 3: Height calibration ignored, headset at floor level Also seems to go away if the game or steamvr is restarted. This does not happen if room-scale is setup. If SteamVR room setup is set to a standing play area (no guardian setup) then the game will position the player in the lower-left corner of the play space and assumes that is the center. Issue 2: Seated / standing play mode positions player in the corner of VRrig play area New comments cannot be posted and votes cannot be cast. i want to gewt full boddy and playspace is a must for me i want to know if i can get banned for having it on my pc. It will go away if the game is restarted. can i use playspace mover on vr chat will i get banned. If it were a lot cheaper I would have considered keeping it. The noise from the base stations also bothered me so I returned it. This happens on the first play-through if the room setup was done, or the headset was asleep during launch. Update: I gave the Valve Index a try and it is significantly better than the Oculus Rift, and I only got very minor motion sickness (drowsiness) but I still noticed that it isnt 100 precise and it bothered me.
![valve index playspace mover valve index playspace mover](https://hum3d.com/wp-content/uploads/Valve/001_Valve_Index/Valve_Index_1000_0001.jpg)
The play space floor is well above where it should be, around 1 room hight of where expected.
![valve index playspace mover valve index playspace mover](https://cdn.vox-cdn.com/thumbor/LZp9Rfu3yeACmtVklEt3fH8-aY4=/0x0:2040x1360/1200x675/filters:focal(887x690:1213x1016)/cdn.vox-cdn.com/uploads/chorus_image/image/64147714/akrales_190528_3450_0047.0.jpg)
I press my bind to space drag and move my controller to perform the action and it is as if I. Other times it is as if the program is lagging. Hey everyone, I am having a issue with my OVR settings where I go to playspace move and it sometimes works just fine. Issue 1: Playspace is high above the floor Playspace mover lagging and having choppy response time. I thought of using the official OVRAS Discord, but it feels dead with unanswered questions from months ago.Recently converted my game to OpenXR, I and many of my players are reporting strange issues with play space positioning in SteamVR. you will get a 4x4m green playspace doing what i ask, but what we wish to verify is that the chaperone activates near where you set the boundaries, not where room setup placed the 4x4m playspace.ignore the 4x4m playspace. And since I don't remember how I even set the bindings in SteamVR. you can have a 2x2m playspace with your chaperone boundaries at 5圆m. So the only thing I can think of is to have a Reset Playspace button to hopefully fix that issue when it occurs. Second thing, I'm really getting tired when in full body (in VRChat), that occasionally my legs and tail are in the air when I move around (as in the floor bounds aren't being reset properly). Now I believe it's bound to the same Quickmenu button as VRChat uses, but I have this set up for all SteamVR games. Infact it shows I'm using the default controller bindings. I think it was to set up the bindings on the controllers, but I just took a look in SteamVR Dashboard (without putting the headset on) and I don't see anything pointing to this. I cannot remember how I had set up Playspace Mover for my Index.