XaiJu
femdomination
femdomination

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PLEASE Check your controller mapping!!

This is bit complex.. I have to do manual mapping for every VR device button by button. The images are my plans for YOUR controller, please comment if something is off!

Also the SteamVR requires nowdays you have BOTH Steam and SteamVR running.

UPDATE: Added 2D mapping & VR extra option images.


PLEASE Check your controller mapping!! PLEASE Check your controller mapping!! PLEASE Check your controller mapping!! PLEASE Check your controller mapping!! PLEASE Check your controller mapping!! PLEASE Check your controller mapping!! PLEASE Check your controller mapping!!

Comments

it does the same thing for me

darthturbo

Here's a vid of the bug with the Auditorium scene where the camera is snapping when I rotate my head, my other VR games/porn work fine with my calibrations so I'm pretty sure this is a bug https://streamable.com/8bpmr

Ben

I haven't updated it yet, as I need to do the button mapping manually. For the WMR I'm going to use this one: https://store.steampowered.com/app/719950/Windows_Mixed_Reality_for_SteamVR/

Jari Vuoristo

yes, got it. Seems my son already took it from me :D

Jari Vuoristo

Did you already update the test rig according the above mentioned mappings? Should those mappings already work when we download the test rig again? Or are they just a proposal for future implementation?

Hiro P

Have you already received your Valve Index? I heard it is sold out nearly worldwide

Hiro P

this is a good and valid point! How I'm building this; with the scenes where you can move, the rig data is your real input data, meaning your height is always correct. However, within these scenes your can adjust it, but that change is temp only. With the locked position (tied down) the rig positional/rotational change is done when the scene starts and after that you can use the recenter button to adjust your pose. This way you can get comfortable real pose and get your view correct with the scene.

Jari Vuoristo

FIT scenes are all reading your rigs positional data and hmd, there is no code doing anything for it. Try to calibrate your room vive.

Jari Vuoristo

moving has turning with it

Jari Vuoristo

Yes please!! Did you managed to use WMR with the rig test scene?

Jari Vuoristo

Was trying out the FIT_CowMilking scene and the Auditorium Path2 scenes and have found the camera to not work. In the cow milking one im positioned to the left of the dude's left leg looking towards the mistress doing the milking, and in the Auditorium Path2 scene im off centre, and when I rotate my head left and right the camera suddenly jumps positions in the scene back and forth. Im on the Vive, is there anyway to fix these issues? Btw the camera is positioned fine in the InductionMonthly scene

Ben

i only see move but not turn?

Nossi

Window Mixed Reality looks good! I was just about to send you the mappings I saw but that looks perfect. Do you still need the names of the buttons?

Svanir

Be very careful about height controls: 99% of the time it's best to grab the real player height from the API (OpenVR or OVR) and use that, rather than having the user mess about with it. The only exception is scenes where the user will be sitting or lying down in an elevated position (or if the game position relative to the floor is elevated or depressed) where height adjustment is unavoidable to get the correct pose, but best served by having the user assume a pose, then performing a single height calibration at the start of a sequence (best to use a press-and-hold to prevent inadvertent changes). The reason free-height is generally a bad ideas is that there is only one correct height : the user's actual height. Anything that perturbs that (be it a manual input or a re-centre that messes with head height rather than just X/Y location and yaw) will end up with the head in the wrong position. ::EDIT:: Also grab the floor hieght from the API. That way, you do ZERO manual calibration on game startup, ZERO 'hold you head still while standing; sillyness on loading, and you get exactly the correct height and scale every time.

Psuedonymous

+ thanks!

Jari Vuoristo

For Oculus...is R Thumbbutton correct? It isn't pressing the stick (R3)? Otherwise Oculus looks good.

Mark Lucas


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