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thestonefox avatar thestonefox commented on May 17, 2024 1

@bcoyle I've seen blogs about that sort of thing, where you can position things in the real world then tag them with the controller current position (or something) then those objects can be created in the game world. So you know where tables are to put the controllers.

Would be cool to implement something like that.

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thestonefox avatar thestonefox commented on May 17, 2024

Branch demoing solution: https://github.com/thestonefox/SteamVR_Unity_Toolkit/tree/feat/touchpad-walking

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bcoyle avatar bcoyle commented on May 17, 2024

I could see a use in some of my projects where you want to initially orient the game experience to your physical space. So moving, rotating the play area until aligned with a spatial marker. Then locking it off could be interesting.

Imagine one controller would be used as a marker to place on a table or chair, and the other controller would move/rotate you until the controller aligns/sits on the virtual surface.

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thestonefox avatar thestonefox commented on May 17, 2024

This isn't working in Unity 5.4 beta due to the way the headset is located.

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thestonefox avatar thestonefox commented on May 17, 2024

Related to this issue: #62

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thestonefox avatar thestonefox commented on May 17, 2024

The latest version of this branch:
https://github.com/thestonefox/SteamVR_Unity_Toolkit/tree/feat/touchpad-walking

Has a fix for unity 5.4 so should be working.

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thestonefox avatar thestonefox commented on May 17, 2024

New version of this branch is now live. Resolves the unity 5.4 issue also tracks the person collider to where the headset it and also allows for crouching.

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thestonefox avatar thestonefox commented on May 17, 2024

Need to prevent being able to stand up in areas where you're not allowed to stand up otherwise it goes crazy trying to resolve the rigid body.

One way to resolve would be to track the highest height that the headset has been at, then track the position of the play area whilst it was at that highest point.

Then on conflict just move the play area back to the last good known position. Will be jarring for the user as they will just be sucked back to a previous position, however there is no way of stopping the user standing up and causing a rigidbody conflict.

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xEvoGx avatar xEvoGx commented on May 17, 2024

Yup that's what they do in Budget Cuts. Thankfully upon standing we fade to black so that's on the player.

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thestonefox avatar thestonefox commented on May 17, 2024

Yeah I think if the player is going to do something unnatural in game, then it's fair to resolve it with an unnatural response (i.e. fade to black and teleport to last good location)

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xEvoGx avatar xEvoGx commented on May 17, 2024

Yup we're clearly on the same page here (see #65 hehe)

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bcoyle avatar bcoyle commented on May 17, 2024

Another post about trackpad movement, https://www.reddit.com/r/Vive/comments/4k7an5/something_changed_im_now_ok_with_trackpad/

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thestonefox avatar thestonefox commented on May 17, 2024

@bcoyle I'm working on the touchpad movement script right now!

Just got the collision resolution working, hopefully should be pushing the branch soon!

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thestonefox avatar thestonefox commented on May 17, 2024

Ok new branch for people to try:

https://github.com/thestonefox/SteamVR_Unity_Toolkit/commits/feat/touchpad-walking

It now supports collision reset, so if you crouch and walk under something then try stand up, you just get put back to your last good standing position.

There is also a collider offset you can apply to make it lower than touching the headset to prevent grabbing objects hitting the collider (you could also toggle this offset via script at point of grab as it's public).

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thestonefox avatar thestonefox commented on May 17, 2024

First version completed with: 3582c87

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