BodyWalk VR Motion Mapper · public · first seen
Walking got a clearer, more honest axis-mapping screen and a working head-decouple; the FlatVR tab picked up Vulkan support and two stability fixes.
The rows are named after what they carry. For headset sources (SteamVR, OpenXR, FlatVR) the rows now say Lean Fwd/Back, Lean Sideways and Turn instead of Roll, Pitch and Yaw. On a headset the "roll" channel actually carries your forward lean and "pitch" the sideways one, so the old aviation names sent people mapping the wrong channel. Phones and body trackers keep the names that are true for them.
Only Forward can sit on any row now, not just Pitch. On headset sources the sideways lean arrives on the pitch channel - it had to be mapped to X for strafing, which left nowhere to put Only Forward. Now the mode works from whichever row you give it; that row's input is simply ignored.
The input bars go grey when their axis leads nowhere. The bars show the raw signal from the tracker, and they kept glowing green even with the axis set to None - which looked exactly like "my choice is being ignored". Grey now means: still arriving, not driving anything.
Decouple Head Direction: five of the seven Tracker Yaw Axis entries did nothing. Every setting except Z and -Z silently read as zero, so the body was treated as forever facing wherever Reset Center was pressed and the movement followed the head instead of the hips. All seven entries mean something now, and the strafe compensation math was corrected along the way.
Pico trackers appear in the Steps tab by their own serial, so you choose which one is a leg instead of the plugin guessing.
The depth add-on now speaks Vulkan, not only Direct3D - flat games rendering through Vulkan (BeamNG.drive and friends) can finally get real depth. It ships as add-on version 2.3: run the add-on setup again for each game you use it with - updating the app does not touch the copy already sitting in a game folder.
Picking the game is a ranked list now. The setup lists the executables in the game folder ordered by which graphics API each one actually imports - no more handing the add-on to a launcher.
The screen no longer judders or briefly changes size while you turn your head. Each frame was rendered for one head pose but stamped with a slightly newer one, and the compositor corrected the picture the wrong way - worst on streamed headsets like Quest over Virtual Desktop.
Two crashes fixed. Stopping and starting FlatVR a few times in one sitting could bring the app down - a leak on every stop, introduced in 1.53, now gone. And restarting SteamVR while the app was open could crash it the moment the runtime went away.
The OpenTrack output had its axes crossed, so Invert Yaw was faithfully inverting your roll.
Crash reports name any injected overlay in the process and the build they came from. That is how the crashes above were found - thank you to everyone who pressed Send. Nothing is ever sent unless you press it.
Right-click BodyWalkVR in your Steam library → Properties → Betas.
Pick last_stable to go back to the previous release at any time. Your settings are kept either way.