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The rig tester is here, update V2!

UPDATE, V2

Vive & Valve index now working! Sorry for the last version, my SteamVR was REALLY old and it worked with this scene. If you had never version, it didn't.  What you MUST do is to update SteamVR to the latest version!

I had to put back the steamVR, as UnityXR doesn't support everything. The text info works now only with Oculus, so you can forget about it, I now know all buttons.

Vive, Index=move with left joystick.

Vive=tunnel vision with right grip

Index=tunnel vision with right trigger & that sinked buttonish thingy, what ever it name is.

Should both joysticks control the movement? 

Do we need Leap support?

Again, apologies for the hassle! Same dl link.

Jari




Sorry for the double post, I didn't check the build, only the editor version.

Let's tackle this asap and get back to the game. This is the core of the experience, so it better work perfectly!

I rewrote the whole controller system movement for VR. Not bad, took 2 days. Also binned Unity default 2D rig and made that to obey this system.

If you run non-vr, don't bother to download.

The default controls: left thumb wheel-move and rotate.

Right grip- toggle movement nausea tunnel vision

Right thumb wheel- offset your height

What I need from you:

-If you can't move, look what button you pressed, write it down and send me the buttons required for your device.

-The default rotation is fixed to 30 degrees, speed is but rubbery; starts with slow acceleration. If you stop and continue moving, it's not that rubbery. there is a counter slowing it down. Longer you wait, slower you start moving again. Opinions?

-What's your best height?

-tunnel vision, as default or an option in game?

-height - fixed or adjustable in game?

-30 deg rotation ok?

I'll improve this when you guys give me feedback. Please note you can also sit down and use keyboard wasd to move.

for the kb; 

z-toggle tunnel

e and d adjust height.

For the Valve index I haven't yet found the mapping, looking for it...

Again, sorry for the hassle, figured out my scripts must go before any VR gets initialized. In editor, it doesn't matter, but build...yep!  

DOWNLOAD
 

The rig tester is here, update V2!

Comments

Have an Index - would suggest the following: 1) Left joystick controls forward/turn left &a1mp; right - add in an option for smooth turn vs jump as the jump imho breaks immersion 2) Right joystick controls height 3) I've seen some games implement a 'grip = grab world and move freestyle' option, works really well so perhaps something to consider .. left grip = recenter view, right grip = grab world. (as a min i'd add in the recentre/reset option) Suggest to hide the 'tunnel vision vs normal vision' and 'smooth vs jump rotate' in an options screen, will free up triggers for interaction.. plus my experience is that once these options are set for a particular user they don't really tend to get changed.. (especially in a single user non party game like FD2 ;) ) Touchpads on index controllers are great but pretty sensitive, think you'd end up with a lot of jumping around if using them for controls Alternatively have it so that the joystick direction controls where the user is moving - games like dead effect have this and it works pretty well.. Happy to provide more info if needed - great work on the current setup btw :)

K

Both tests didn't work, but all versions worked monthly for Vive and the Amoreon game, too

AVG

Did the first version work ok? What is the device name in that text?

Jari Vuoristo

Samsung Odyssey plus

AVG

The value of the buttons did not change, and the rotation was due to the rotation of the head

AVG

So Windows MR is NOT working now? I'd need 2 things; what is the device name it gets recognized? does pressing buttons or moving sliders change any text values? If you can rotate, you should be able to move. With OpenVR only button mapped is the right grip, rest not mapped yet, I need to do it one by one per device.

Jari Vuoristo

On this test when using WMR, the buttons did not work except for rotation. Earlier, WMR worked without errors in versions for Vive

AVG

Yes buttons do nothing here, as this is just for movements.Thanks for the feedback!

Jari Vuoristo

thx for the feedback! Buttons don't have any meaning here as we focus on moving. You can see which button you pressed with the big text. I know Oculus and Vive ok, but not any other VR controllers, this is why I need to get the mapping from you guys!

Jari Vuoristo

I'm playing with HTC VIVE Controllers and the buttons do NOTHING. ๐Ÿ˜ฑ Right fire: Joystick1Button15 Right thumb: Joystick1Button5 D pad: CLICKING: Joystick1Button9 D pad: touching: Joystick1Button17 Menu RIGHT: Joystick1Button0 Left fire: Joystick2Button14 Left thumb: Joystick2Button4 D pad: CLICKING: Joystick2Button8 D pad: touching: Joystick2Button16 Menu LEFT: Joystick2Button2 Hopefully this helps you. :) I like to add. I just calibrated my SteamVR and when I start the rig sim, I'm floating above the ground.

None of the buttons on Oculus do anything other than the control sticks (movement and height adjust) and the tunnel vision toggle right trigger. Optimal height setting for me is 0.7. Personally I think the movement speed rubber banding is too slow. A bit faster acceleration would be nice.

Mark Lucas

and this is why your input is needed! press the key which should take you forward/backwards and rotate sideways. Look what you pressed (big text). if those are touch ones, this is what I explained; I haven't figured out yet how to show those ones as well. Working on it. I'm mapping everything to Unity native keybinds.

Jari Vuoristo

I'm afraid but this seems to be far more complicated then I firstly thought. First: Valve Index or OpenVR/SteamVR has a native and a legacy mode. Which one to choose? Second: the index controlers do not only recognize keypresses or joystick movements but also have a capacitive touch recognition for each and every control element. third: in legacy mode one can totally (re-)map all key bindings. But whatever I tried, I was not able to move in your rigtest. Really frustrating.

Hiro P


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