how to teleport in robloxian high school [OEM]

( Updated : October 23, 2021 )

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Virtual Reality – Best Practices
Virtual Reality – Best Practices Introducing the Next Evolution of Roblox in VR BACKGROUND OF THE INVENTION
i have a oculus rift s and ive been trying out some games and i can only teleport. is there a way not to. › en-us › articles › Roblox-VR. Enhance your Roblox experience with virtual reality! Roblox supports Oculus Rift and HTC Vive on Windows PCs. How to Enable VR To enable. This is my second tutorial in my series of VR tutorials. If you have not yet setup your VR hands, please follow my first tutorial of the. Teleporting. Another solution to motion is to not provide any interpolated movement at all but instead teleport the player from location to. In order to provide the most comfortable experience in VR, we've made it so that the in-game camera will now remain stationary instead of. While teleport-to-move is a common tactic in VR games, in which the player warps to areas of the map instead of moving around the game world in. Plug in Vive and launch SteamVR Play Roblox Expected behaviour: VR option appears in game 5 - Crossplay, VR users must use R15, teleport locomotion. 5 - Crossplay, VR users must use R15, teleport locomotion. Pastebin is a website where you can store text online for a set period of time. Roblox is an. A virtual reality (VR) game platform has an input mechanism, software executing on a processor from a non-transitory medium, and a display.

The present invention is in the field of online or network-hosted video games and virtual environments, and pertains more particularly to methods and apparatus for equalizing travel time in an avatar-based game or environment navigated by both players equipped with Virtual Reality VR platforms, and for players not equipped with VR platforms. In the field of Internet gaming and media consumption a p-layer may interact with VR content using a trackable, visual-enhancement system, such as a head-mounted-display HMD VR monitor. VR at the time of the present application is spreading to more and more platforms. Many existing and newly developed three-dimensional games and environments include Avatars that may represent a character a user has selected in the game or environment. In these games or environments, a client typically becomes or is associated with a particular Avatar, and a camera-control scheme is associated with the avatar, such that the avatar may be observed functioning and navigating through the environment, and a player may view in the game from the viewpoint of the avatar. It is known to the inventor that VR functionality is now available on an increasing number of devices and platforms, and that games and environments may now be accessed by both VR equipped users and those that are not equipped with VR hardware and software. Amongst other things it is desired that all users, VR equipped and those not VR-equipped, accessing a same game session or environment that supports VR have a good experience and a relatively equal and fair playing field. In VR, users typically teleport while players not using VR platforms typically walk, run, fly, or exhibit a tracked motion that is followed by a camera. If a camera is disassociated with a VR user's head, the VR user may become disoriented and nauseous similar to a sea sickness or motion sickness experience. The inventors know of a camera teleporting scheme, not in the public domain, that players may use in an avatar-based game to walk run or otherwise exhibit trackable movement in an environment. In this method, the player using VR may select a destination using a 3-axis controller equipped with a laser in the form of a parabolic curve or a straight laser, that they may mark a spot with and then travel to that spot using the normal travel time calculated to travel to that spot. The camera does not trail the avatar but remains stationary until the end of the path traveled and teleports just before, during, or just after the avatar is at the marked destination. The technique in this embodiment prevents the VR player from becoming disoriented with motion of a camera that is not mapped to the user's head. It has occurred to the inventors that allowing VR players to continue to teleport in an avatar-based game may also be possible without compromising the fairness of the game for all players, both VR and non-VR players. What is clearly needed is a control scheme and method of implementation whereby VR players may teleport during game travel in a mitigated fashion so as not to gain travel advantages over players not using VR equipment during session engagement for users operating in VR mode in an Avatar-based game or environment. In one embodiment of the invention a virtual reality VR game platform is provided, comprising an input mechanism, software executing on a processor from a non-transitory medium, and a display screen displaying, under control of the software, an object at a first position in a virtual environment, the object controllable by a player interacting with the VR game platform to move in the virtual environment viewed by the player from a camera centered on the object, the display screen further displaying a symmetrical region of the environment centered on the controlled object, the symmetrical region expanding in radius at a controlled rate. The player is enabled to select, using the input mechanism, a second position within the expanding symmetrical region to move the object, after which selection the object teleports to the second position, and the camera teleports to the second position as well. In one embodiment, the controlled rate of expansion of the symmetrical region is managed as the rate that an avatar is moveable in the virtual environment by a second player interacting with a second platform that enables the second player to traverse through the virtual environment by direct linear movement, rather than by teleporting. Also in one embodiment, the second position is selected by extending a pointer from the object in the virtual environment by use of the input mechanism, positioning an end of the pointer away from the object at a desired second position, and selecting the second position by a further input signal. Also in one embodiment, the controllable object is an avatar representing the first player. And in one embodiment the input mechanism is a three-axis controller, and the display screen is in a head-mounted display HMD. In one embodiment, the display screen is in a head-mounted display HMD , and the input mechanism is a physical input on the HMD. Also in one embodiment, a second avatar, controlled by a second player interacting with a second platform that enables the second player to traverse through the virtual environment by direct linear movement, rather than by teleporting, is displayed in the virtual environment. In one embodiment, after the object and the camera teleport to the second position, a second symmetrical region of the environment is displayed, centered on the controlled object at the second position, the second symmetrical region expanding in radius at the controlled rate. And in one embodiment, as the object arrives at each new position, and a new expanding region is displayed, the player is enabled to select a new position in the new expanding region, and to teleport the object and the camera to the new position. In another aspect of the invention a virtual reality VR game method is provided, comprising executing software on a processor in a virtual reality VR game platform from a non-transitory medium, displaying on a display screen, under control of the software, an object at a first position in a virtual environment, the object controllable by a player interacting with the VR game platform to move in the virtual environment viewed by the player from a camera centered on the object, the further displaying a symmetrical region of the environment centered on the controlled object, the symmetrical region expanding in radius at a controlled rate, selecting, using the input mechanism, a second position within the expanding symmetrical region to move the object, and teleporting the object and the camera to the second position. In one embodiment, the method further comprises managing the controlled rate of expansion of the symmetrical region as the rate that an avatar is moveable in the virtual environment by a second player interacting with a second platform that enables the second player to traverse through the virtual environment by direct linear movement, rather than by teleporting. Also in one embodiment, the method further selecting a second position by extending a pointer from the object in the virtual environment by use of the input mechanism, positioning an end of the pointer away from the object at a desired second position, and selecting the second position by a further input signal. Also in one embodiment, the input mechanism is a three-axis controller, and the display screen is in a head-mounted display HMD. Also in one embodiment, a second avatar, controlled by a second player interacting with a second platform that enables the second avatar to traverse through the virtual environment by direct linear movement, rather than by teleporting, is displayed in the virtual environment. The inventors provide a virtual reality control scheme and method for controlling teleporting of an Avatar in a three-dimensional virtual reality VR game or environment that is restricted by time and travel speed to create a more level playing field for other players not equipped with VR, that are using differing devices and controllers to operate their own Avatars in the same game or environment. The present invention is described in enabling detail using the following examples, which may describe more than one relevant embodiment falling within the scope of the present invention. Communication network includes the Internet network represented herein by a network backbone Internet backbone includes all of the lines, equipment and access points that make up the Internet as a whole including all connected sub-networks and carrier networks both wired and wireless. Carrier networks and sub-networks are not specifically illustrated in this embodiment but may be assumed present such as would be in place for users to access the Internet. Internet supports a Web server hosting a Website WS Website may be an access point for clients of an Internet gaming site players. Web server has connection to a data repository containing client data including profile, membership, billing, and other related data for players. In one embodiment players that are site members of a gaming site may log into WS and select games or environments from a searchable list that provides links to the servers hosting such games. One such server is a game server hosting a game engine GE Game server may be a cloud server that the gaming enterprise leases or otherwise maintains as an available server for playing games and navigating virtual environments. Game server has connection to a data repository that may contain game data and instruction for service. However, it is possible that a game provider may seek to add players, including VR players, to their existing games in a fashion that does not create unequal quality of play for players and that the VR players have an optimum experience in an Avatar or character-based game or environment. Internet supports a design server DS running software SW SW enables a game provider to make control schemes available for VR players that may join a game that was not designed specifically for VR, but that supports VR in a way that is fair for VR players and those not using VR. In this example, a developer is depicted as using a computing device having connection to Internet backbone via an Internet access line or network. Device has software SW executable thereon. SW enables the developer to design and create alternative controller schemes for VR players that may play an Avatar-based game. Design server has connection to a data repository containing controller scripts designed by such a developer operating from device using SW VR control scripts may be served to client end devices to be prioritized over default schemes. A VR-equipped player is depicted in this example, and has access to Internet via a line, sub-network or carrier network, and appropriate Internet service provider ISP. VR player may have a 3-axis controller and a head-mounted display HMD , which together provide the VR experience to the user. In one implementation, SW provides a laser pointer function that is part of a control script and avatar movement control method for directing teleportation of the avatar in a game, by projecting a parabolic laser from the controller, to be visualized in display such that the end of the pointer intersects with a selected destination in game for the avatar. In this implementation, there may be one or more conditions imposed on teleporting for a VR player in a same game with potential players who are not VR equipped, whereby they do not teleport but walk, run, or fly etc. VR player may use pointer described above to emit a parabolic laser to mark a destination for teleport that may be held to a certain distance from the Avatar, based on a time factor relative to how long a walking or running avatar of a client not using teleport could travel walking running or flying over the same distance. Player may push a button on HMD , or on controller , to initiate avatar teleport to the destination marked by the laser, with at least one physical limitation that prevents the avatar from teleport travel at a rate faster or more advantageous than a competing avatar that must walk, run or fly. It is noted herein hat the camera perspective of the VR player is that of the avatar, so the camera is mapped percent to the VR player's HMD. In this implementation, a function for emulating a visible and expanding ripple or bubble governed by time, and a common travel speed VR player, other player , may be initiated and visualized in VR by the VR player. Such a visual ripple described in more detail below may be annular and may expand out equally and at a constant speed from the Avatar's teleported position at the instant the Avatar arrives. The VR player may visualize the ripple in a manner that does not obstruct objects in the VR environment. This effect may be achieved using translucent features that may be seen, but that may not obstruct the vision of the client for objects in the environment. A second player device is depicted having connection to Internet through a wireless carrier network not depicted. Device is a gaming station running a gaming software SW Device has standard controller interfaces to control avatar movement amongst other gaming functions. In this embodiment, player device and player device are in the same gaming session with server and game engine , as depicted herein by broken session lines connecting each device to GS and GE In this embodiment, a game developer does not have to build or otherwise add any VR control scripts to game data for game engine for any games served. VR control scripts may be created in LUA, which is a very light-weight, object-oriented program language. Other languages may also be used without departing from the spirit and scope of the present invention. In general use of the present invention, a developer may build a 3D game for general play for players using disparate platforms. The hosting entity may create control schemes for VR support that may replace traditional control schemes that may be VR defaults for a character or avatar to move. During a session, the hosting entity may detect a VR platform joining a game that supports VR alongside those not equipped with VR. The default scheme normally used by the VR player may be replaced in game with the overriding avatar teleport control script that uses the parabola or straight laser to select a position for the VR avatar to teleport to in game. This might be accomplished in a few different ways, for example, by making the control schema available to the VR client just before joining the game as a download ahead of the gaming stream. In one embodiment, the overriding control schema may be preselected by the VR client before playing. In another embodiment, the overriding control scheme may be inserted as lightweight LUA scripts by proxy into the game stream, and based on detection of platform and peripheral input device be prioritized over other schemes for other players. In one implementation, there may be more than one avatar control schema for differing VR platforms without departing from the spirit and scope of the invention, wherein the device selects the appropriate schema based on the nature of the VR hardware used. In this way, a VR player and a player not equipped with VR may play a same avatar-based game or environment or application on a more equal and competitive playing field. In this example the VR-equipped player uses a HMD for visualizing the environment, and a 3-axis controller to move an avatar The display is of a courtyard or similar area with a raised level accessible via a stairway In this example, a player that is not using VR equipment is depicted as controlling an avatar in the same game at the same time as avatar is controlled by the VR player. VR-controlled avatar and non-VR-controlled avatar are, in this example, in a process of movement through the landscape, as is depicted logically herein with representations of the player's avatars depicting a first position in the game, and future moved positions, which are marked consecutively in this example as A, B, C. Therefore, element numbers for the VR player's avatar shall apply to all representations of that avatar. Likewise, element number applies to all representations of the non-VR player's avatar in this example. Note that each succeeding position of avatar is marked as A, B, then C, as described above. The same is true for avatar The non-VR player controlling avatar may control avatar by using a joy stick controller or a similar non-VR controller to initiate avatar walking or running or jumping, as is known in the art. It may be assumed herein that avatar is making its way, controlled by the non-VR-equipped player, dotted directional arrows , from position A, through position B, to stairway , position C. Within a same or similar time frame, VR player's avatar is repeatedly teleporting toward stairway , from position A, through B, to C. The VR player's avatar may be teleported along while the non-VR player's avatar may not be teleported and must walk or run to stairway It is emphasized that the movement of the avatars in this example is entirely exemplary, and the non-VR player may be moving avatar in another direction or away from stairway , and the VR-equipped player may be moving avatar anywhere in the landscape, subject to restrictions detailed herein. At any position of avatar , consider position A for example, a ripple effect is generated, visible to the VR-equipped player, and this begins as soon as the avatar enters the game or completes a teleporting move, and expands outward radially from the position of avatar In this implementation, the rate of expansion of ripple effect is equal to a maximum walk or run speed of avatar as controlled by a non-VR player. The ripple effect is an effect visible to the VR-equipped player, and the VR-equipped player may select any point within the expanding area of the ripple, and may teleport immediately to the selected point. The visual nature may be thin rings as shown in FIG. The essential quality is that the VR-equipped player is informed by this expanding ring of all the real estate open to teleportation of the controlled avatar. VR avatar , while stationary at the point of game entry A, may select a teleport destination by a laser pointer , via the VR player's hand-held 3-axis controller in this example, as described above, that may intersect a spot near the current edge of the expanding ripple effect as depicted, and may immediately teleport there. The camera is specifically mapped to the VR player's avatar's head. In one embodiment, the laser pointer may be a straight line. Further, the pointer may be controlled in some cases by an input device on the HMD. Again, it is emphasized, that although in this example the VR-equipped player has chosen to teleport avatar to point B, at the edge of expanding ring , any other point within the region of the expanding ring may have been selected. The expanding ring prevents the player controlling avatar from selecting a destination that is beyond the current outer peripheral edge of expanding ripple effect , which indicates the movement ability of avatar , controlled by a non-VR-equipped player. Thusly, the two players, using very different platforms, are rendered rather more equal in movement ability than would otherwise be the case. This restriction may be applied relative to a speed that avatar must walk or run in the game. In one implementation, avatar may move at a speed which may be the same speed that ripple effect expands. In another implementation, the expansion rate of ripple effect may be variable and controllable by the VR player but still entirely based on the rate or speed of travel that the non-VR player's avatar can travel. For example, if the non-VR avatar changes speed, the VR player may adjust the speed of expansion of ripple effect accordingly. After teleporting to position B, a second ripple effect immediately begins at that point, and expands outward in the same fashion as the first ripple effect Ripple effect disappears, in this example, once a second effect is initiated. Ripple effect will take some time to expand all of the way to the face of staircase , the presumed destination for both of the avatars in this example. Avatar controlled by the VR player, may launch another laser toward stair case , however it cannot mark a destination unless ripple effect has expanded to that point. It is noted herein that the ripple effect , is the same effect repeated every time the VR player teleports the avatar to a new destination. It may also be noted herein that the ripple effect may be a two dimensional or flat effect such as spreading across a floor or the ground, it might also transform or be transformed into an expanding spherical ripple effect in three dimension 3D. To illustrate, a VR avatar may be teleporting through an atmosphere or in space whereas another non-VR player avatar is physically flying or jumping through the same space. The VR player may use the laser to mark the edge of the expanding spherical ripple effect to teleport to that destination in space. In one implementation, a ripple effect may be designed to climb up vertical walls up to ledges or prepuces in a game architecture in order to enable teleportation to such places as long as the ripple has made it to that point in the expansion. At step a VR equipped player may join enter into a game or environment. At step a first ripple effect initiates about the player's avatar and begins expanding at a set speed radially outward of the avatar. At any time during the expansion of the ripple effect initiated at step , the VR player may determine whether or not to teleport his avatar to a new position or destination. If at step the VR player client determines not to teleport, the process may loop back to step where the ripple effect continues to expand in the space. If at step the VR player decides to teleport, then at step the VR client may use a 3-axis controller analogous to controller of FIG. In order to successfully mark a spot for teleportation, the spot marked must be within the outer boundary of the expanding ripple effect, or just behind the lead ripple for maximum efficiency. In one implementation, in step , where the user has a VR HMD but no 3-axis controller, the laser may be a straight laser. A button on the display may be assigned to mark the spot and initiate the travel such as for Google cardboard, which as an input button on one side. Once a destination is marked, at step the VR player may teleport the avatar to a marked destination within the ripple effect. It is noted that the camera is mapped to the HMD of the VR player and is the viewpoint of the avatar, so the camera is teleported together with the avatar. The VR client immediately sees the landscape from the perspective of the new teleported position. At step , a next ripple effect automatically initiates and begins expanding when the avatar lands at the new spot in the landscape. The process may then resolve back to step waiting for the VR player to decide to teleport again. In this process, the rate at which the VR avatar may move through the game space is limited by the rate of expansion of the ripple effect, which is tied to the rate of travel allowed by non-VR avatars. There may be one rate or more than one rate depending on the travel speed capabilities of the avatars. A VR player may toggle the rate of expansion of the ripple if more than one speed is allowed for avatar travel. Avatar ripple control has access in this example to an input detection or listener Control has access to an avatar teleporter function for teleporting an avatar according to at least one constraint or limitation governed by the ripple effect. Input listener may detect input from a VR client marking a destination for avatar teleportation and call a ripple generator to configure and initiate an expanding ripple visible to the VR player. The ripple generator may receive information from a location tracker responsible for tracking an avatar within the game space. The generator may initiate the ripple at the last location of the avatar. Avatar teleporter function may receive information from the ripple generator to initiate avatar teleportation. Timer function may calculate how much time it may take for an avatar that does not have VR equipment to travel a path based on geographic distance in game and speed of avatar motion currently used by the player. Ripple function may receive information from timer function in conjunction with receiving a call from input listener and may adjust the expansion rate of the ripple based on the input and allowed travel rates for non-VR avatars. Attribute data includes a fly speed or speeds for an avatar, a run speed or speeds for an avatar, and a walk speed or speeds for an avatar. These speeds may be standard in game constants and the number of options may depend upon avatar capabilities and may also include swimming or other modes of locomotion such as driving. Further, each speed value may include more than one separate static value, like slow run time and fast run time, etc. For example, input listener may detect a toggle action by a VR player physically moving from one speed to another speed of ripple expansion and report that to the ripple generator, whereby the ripple expansion rate may be accordingly adjusted in real time. In one implementation Timer function may notify avatar teleporter to commence teleportation of an avatar in place of the ripple generator without departing from the spirit and scope of the present invention. The present invention enables VR players to play a VR supported Game on an equal playing field with other players in a manner that prevents the VR player from becoming uncomfortable using a HMD. It will be apparent to one with skill in the art that the system of the present invention may be practiced using all or a combination of components described in this specification. It will also be apparent to the skilled artisan that the embodiments described above are specific examples of a single broader invention that may have greater scope than any of the singular descriptions taught. There may be many alterations made in the descriptions without departing from the spirit and scope of the present invention. It will be apparent to the skilled person that the arrangement of elements and functionality for the invention is described in different embodiments in which each is exemplary of an implementation of the invention. These exemplary descriptions do not preclude other implementations and use cases not described in detail. The elements and functions may vary, as there are a variety of ways the hardware may be implemented and in which the software may be provided within the scope of the invention. The invention is limited only by the breadth of the claims below. All rights reserved. Login Sign up. Search Expert Search Quick Search. Avatar Teleport Controller. A virtual reality VR game platform has an input mechanism, software executing on a processor from a non-transitory medium, and a display screen displaying, under control of the software, an object at a first position in a virtual environment, the object controllable by a player interacting with the VR game platform to move in the virtual environment viewed by the player from a camera centered on the object, the display screen further displaying a symmetrical region of the environment centered on the controlled object, the symmetrical region expanding in radius at a controlled rate. Click for automatic bibliography generation. Download PDF A virtual reality VR game platform, comprising: an input mechanism; software executing on a processor from a non-transitory medium; and a display screen displaying, under control of the software, an object at a first position in a virtual environment, the object controllable by a player interacting with the VR game platform to move in the virtual environment viewed by the player from a camera centered on the object, the display screen further displaying a symmetrical region of the environment centered on the controlled object, the symmetrical region expanding in radius at a controlled rate; wherein the player is enabled to select, using the input mechanism, a second position within the expanding symmetrical region to move the object, after which selection the object teleports to the second position, and the camera teleports to the second position as well. The VR game platform of claim 1 wherein the controlled rate of expansion of the symmetrical region is managed as the rate that an avatar is moveable in the virtual environment by a second player interacting with a second platform that enables the second player to traverse through the virtual environment by direct linear movement, rather than by teleporting. The VR game platform of claim 1 wherein the second position is selected by extending a pointer from the object in the virtual environment by use of the input mechanism, positioning an end of the pointer away from the object at a desired second position, and selecting the second position by a further input signal. The VR game platform of game 1 wherein the controllable object is an avatar representing the first player. The VR game platform of claim 1 wherein the input mechanism is a three-axis controller, and the display screen is in a head-mounted display HMD. The VR game platform of claim 4 wherein a second avatar, controlled by a second player interacting with a second platform that enables the second player to traverse through the virtual environment by direct linear movement, rather than by teleporting, is displayed in the virtual environment. The VR game platform of claim 1 wherein after the object and the camera teleport to the second position, a second symmetrical region of the environment is displayed, centered on the controlled object at the second position, the second symmetrical region expanding in radius at the controlled rate. The VR game platform of claim 8 wherein, as the object arrives at each new position, and a new expanding region is displayed, the player is enabled to select a new position in the new expanding region, and to teleport the object and the camera to the new position. A virtual reality VR game method, comprising: executing software on a processor in a virtual reality VR game platform from a non-transitory medium; displaying on a display screen, under control of the software, an object at a first position in a virtual environment, the object controllable by a player interacting with the VR game platform to move in the virtual environment viewed by the player from a camera centered on the object, the further displaying a symmetrical region of the environment centered on the controlled object, the symmetrical region expanding in radius at a controlled rate; selecting, using the input mechanism, a second position within the expanding symmetrical region to move the object; and teleporting the object and the camera to the second position. The VR game method of claim 10, comprising managing the controlled rate of expansion of the symmetrical region as the rate that an avatar is moveable in the virtual environment by a second player interacting with a second platform that enables the second player to traverse through the virtual environment by direct linear movement, rather than by teleporting. The VR game method of claim 10 comprising selecting second position by extending a pointer from the object in the virtual environment by use of the input mechanism, positioning an end of the pointer away from the object at a desired second position, and selecting the second position by a further input signal. The VR game method of game 1 wherein the controllable object is an avatar representing the first player. The VR game method of claim 10 wherein the input mechanism is a three-axis controller, and the display screen is in a head-mounted display HMD. The VR game method of claim 13 wherein a second avatar, controlled by a second player interacting with a second platform that enables the second avatar to traverse through the virtual environment by direct linear movement, rather than by teleporting, is displayed in the virtual environment. The VR game method of claim 10 wherein, after the object and the camera teleport to the second position, a second symmetrical region of the environment is displayed, centered on the controlled object at the second position, the second symmetrical region expanding in radius at the controlled rate. The VR game platform of claim 17 wherein, as the object arrives at each new position, and a new expanding region is displayed, the player is enabled to select a new position in the new expanding region, and to teleport the object and the camera to the new position. Field of the Invention The present invention is in the field of online or network-hosted video games and virtual environments, and pertains more particularly to methods and apparatus for equalizing travel time in an avatar-based game or environment navigated by both players equipped with Virtual Reality VR platforms, and for players not equipped with VR platforms. Discussion of the State of the Art In the field of Internet gaming and media consumption a p-layer may interact with VR content using a trackable, visual-enhancement system, such as a head-mounted-display HMD VR monitor. BRIEF SUMMARY OF THE INVENTION In one embodiment of the invention a virtual reality VR game platform is provided, comprising an input mechanism, software executing on a processor from a non-transitory medium, and a display screen displaying, under control of the software, an object at a first position in a virtual environment, the object controllable by a player interacting with the VR game platform to move in the virtual environment viewed by the player from a camera centered on the object, the display screen further displaying a symmetrical region of the environment centered on the controlled object, the symmetrical region expanding in radius at a controlled rate. 您如何在MINECRAFT創意模式中獲得燈塔
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