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Vive controller - remote control #116
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Check out this example scene: https://www.youtube.com/watch?v=4J8abeLzH58&index=16&list=PLRM1b2lKjTbdFJtYv_SNAb3NvYp-Gl7nZ It should do what you want. |
Thanks for that. Yes I had a play with the touchpad controller, but personally in terms Kind regards Gary On 31-May-16 6:02 PM, StoneFox wrote:
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@noorbeast what do you mean by it's not as intuitive? The example shows off how you use the touch locations on the touchpad as an input. If you want to use those values to control an object then that's up to the developer to implement it. The toolkit isn't really intended to be a bunch of assets people can use, but a bunch of concepts people can take and develop off of as a platform. |
Yes I get that. What I am trying to convey is that using the whole controller as input, On 01-Jun-16 2:04 AM, StoneFox wrote:
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@noorbeast ah ok I see what you mean, you're talking about the controller is actually moving the thing based on it's rotation, like one big gyroscopic remote control? |
Absolutely, sorry I was so awkward trying to describe what I meant. On 01-Jun-16 5:05 AM, StoneFox wrote:
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@noorbeast As a quick side note we implemented this in our game but ended up going with the touchpad for accuracy. Using the controller gyro rotation can only really be used for inaccurate movement and requires a fairly high tolerance. Expect a lot of false positives as you'll get different results depending on if the player is sitting or standing, holding the controllers close or arms stretched, is facing the monitor straight on or not. Cheers |
That is interesting. Everyone I have had trying out the drone in The Lab, including a drone On 01-Jun-16 11:25 PM, x-mugen-x wrote:
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@noorbeast Yes for general movement it may be ok. For something like gestures using the gyro it just wasn't working in our setup. The accuracy of the controllers is great but seeing how different players hold them throws the math out a bit. We started with a tolerance of 10% then upped it to 20% which worked ok but wouldn't engage more often than not, upping it to 30% and we were getting too many false positives in the gesture recognition. We would set it up one way then the player would hold the controllers slightly different or not face the monitor directly and it wouldn't engage or would engage too much. For general movement it might be ok as you have a wide margin to play with (in degrees) and doesn't really need much accuracy. |
That is exceedingly helpful advice. It does flag some potential issues issues for something else on my todo I don't know if it would work at all, but as the most active member of From what you have said at a minimum there would need to be a Kind regards Gary On 02-Jun-16 9:44 AM, x-mugen-x wrote:
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@noorbeast That's a very interesting project. I assume the motion rigs are all custom built by the community members and therefore there is not a set standard for where to place the motion controllers therefore I'd have to agree you'd need a calibration setup in your game, which wouldn't be difficult to implement at all. Cheers |
Yes @x-mugen-x that is a good summary of what I had in mind. |
Is it worth having some new events on ControllerEvents things like:
Then these values could be used to control something. It's basically the rotation values of the controller but tidied up in a neater way. |
@thestonefox This would definitely be useful. |
@thestonefox Excellent idea, would you hold the controller as you would a joystick? In fact is it possible to get the controller to emulate a 5 button Joystick? |
@thestonefox I think this can be closed. |
I still quite like this idea though |
I would be very interested in being able to use the Vive controller as a remote controller, as with the space craft on the table in The Lab.
I already have the craft set up in the Unity Scene, controlled by the WASD keys, so any idea how I can grab and translate Vive controller position to those?
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