It's been a long time coming, but there is finally a way to get VR to work for all you Vive owners. It's a bit complicated, but here's how it goes:
1. Install Oculus Home: https://www.oculus.com/en-us/setup/
2. Install Yiffalicious (only tested on 0.5.2b, and it's fine if this is installed before Oculus Home)
3. Copy all Yiffalicious files from your "C:\Users\[username]\Downloads\%appdata%\yiffalicious\app\Yiffalicious" to "C:\Program Files\Oculus\Software"
4. Download Revive Injector, direct download link: https://github.com/LibreVR/Revive/releases/download/0.4.1/ReviveInjector.zip
5. Copy Revive files into C:\Program Files\Oculus\Software
6. Download OVRPlugin: https://developer.oculus.com/downloads/game-engines/1.3.2/OVRPlugin_for_Unity_5/
7. Copy the .dll file in the OVRPlugin download into "C:\Program Files\Oculus\Software\yiffalicious_Data\Plugins" and select yes to replace the existing file.
8. Drag the "yiffalicious.exe" in the Oculus software folder onto "ReviveInjector.exe" and viola! Working Vive in Yiffalicious!
- The camera is a bit janky. Hitting F8 to reset seated position doesn't account for the Vive's roomscale offset, meaning you have to manually change the camera's rotation back to level with the mouse. Also, you have to move around with WASD controls. Once you get in a good position, roomscale works just fine. Feel free to walk around your scene full of bangin' furries!
- There is no UI in VR. This means you have to take off the headset to start the animation or reset the camera. This is very difficult and tedious, but surprisingly functional considering what a hack it is.
- Interactivity is mouse and keyboard only. The real sell for the Yiffalicious VR experience is being able to get your own angle and walk around a live scene. Keyboard/mouse definitely takes away from that.Notes to developers!
- Special thanks to the devs for putting effort into the VR front for this game. It's definitely a transformative experience!
- UI in VR is a bit of a different beast, but it's not terribly difficult. Instead of attaching it as a 2D layer above the 3D composite in Unity, you just make it a 3D object floating in space. You don't have to put it directly in front of the camera either, just have it floating at a fixed position relative to the camera. If motion controls are out of your reach for this development cycle (although the SteamVR SDK makes this process practically drag-and-drop, and it also supports Oculus! Ooh!), maybe consider implementing Xbox360 controller controls. A simple UI with interactivity via a gamepad would make this experience way more immersive.
- If you can detect when the camera is in VR mode, set the camera rotation to always be 0,0,0. That way the HMD determines the camera's rotation and you don't get weird conflicts between world rotation and HMD rotation (Example: when I loaded one scene I found that when I was looking straight ahead IRL I was looking straight at the floor in Yiffalicious!).
- And of course, teleport locomotion. This isn't hard, but it is extra work for the benefit of just a couple of people. Traditional WASD locomotion is a very poor choice for VR games and causes nausea pretty much right away.
- If any of the devs have questions about the experience, feel free to reply or message me. I'm always happy to help!
Have fun yiffing, everybody!