Comments (15)
@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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Branch demoing solution: https://github.com/thestonefox/SteamVR_Unity_Toolkit/tree/feat/touchpad-walking
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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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This isn't working in Unity 5.4 beta due to the way the headset is located.
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Related to this issue: #62
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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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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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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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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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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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Yup we're clearly on the same page here (see #65 hehe)
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Another post about trackpad movement, https://www.reddit.com/r/Vive/comments/4k7an5/something_changed_im_now_ok_with_trackpad/
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@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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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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First version completed with: 3582c87
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Related Issues (20)
- LateralAxis Sources Removing Automatically (HorizontalAxis)
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- CameraColorOverlay Black OnEnable HOT 3
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- How can I change the walk speed? HOT 1
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- errors when i selected selected sdk_oculus_avatar HOT 1
- Error with Unity 2021.2.2f HOT 1
- [problem] How to solve this problem HOT 1
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- Failed to open Sample Farm Scene HOT 5
- Ask for help! [VRTK4] HOT 1
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