Thanks for the feedback on the no heading correction build. I hadn't heard of anyone using it. I think what you might be feeling at about 1ft or less is the switching of power bands.
Type: Posts; User: Danny
Thanks for the feedback on the no heading correction build. I hadn't heard of anyone using it. I think what you might be feeling at about 1ft or less is the switching of power bands.
use condition filters:
on_rise disable binding
on_fall enable_binding
Yeah I used a rigid body on the hand and moved the hands with forces so that physics plays nice.
I started with shoulders trying to map the player arms and reach to extension I wanted. In the end...
What about just measuring the delta controller rotation each frame and applying that to the rotation. If the ratchet button is pressed then don't apply any rotation. Releasing ratchet sets the last...
I ended up killing the rigid bodies of the gameobjects when grabbed and parented the object to the hand. I adding back the rigidbody and applied velocity and angular velocity when released. This...
It is hard to tell how far away the controllers are from the base station in your video but the results are about what I would expect, maybe slightly worse as it looks like you are pushing the range....
FYI
http://sixense.com/forum/vbulletin/showthread.php?4337-Hydra-customised-Oculus-Tuscany-demo-availability&p=13766&viewfull=1#post13766
Thanks qlum, I'll add it to my list
The latest Oculus SDK does include magnetometer drift correction for the Windows SDK but didn't make it in for the Unity plugin...yet.
We are waiting for the Oculus Unity plugin to include the magnetometer drift correction and then we will be getting the source out shortly after.
We don't have an example yet but we do plan on including an example scene like this in our plugin. It would involve using a CharacterController and parenting the hands to it.
Are you sure it isn't responsive? I've noticed this on Windows occasionally but if I am patient it will initialize, it just takes longer than it should. Does it not get fixed by cycling the power? I...
Most Freeaim games work this way. Crysis 2 for sure does.
I think the majority of players find themselves using Mouselook eventually. Once you get used to ratcheting it will be your most...
Some bending will occur as you get further from the base and Freeaim mouse control found in Portal 2 and TF2 have a neutral axis whereas Wand mode ( default pointer ) can be a little more forgiving...
I would try downloading the installer again and try running the installer as administrator.
Sounds like your new PC needs to install some Windows updates.
Can you share your mce? I'll have a look.
When in doubt, dock the controllers and the software will recalibrate right and left controllers.
Random button presses might be related to base orientation. Make sure the base is oriented...
Are you not seeing the joystick output when running the SixenseInputTest.unity level?
It looks like your Hydra is malfunctioning. Nothing should cause that behavior. You'll will want to start an RMA process with Razer
That shouldn't be happening. Can you try docking the controllers reversed so that the right controller sits in the left slot ant the left controller in the right? After a second or two you can pick...
Hi qlum, I was asking about the autobind because I thought maybe there was a bug involved that forced you to do it that way. Yeah you should remove the custom deadzone on the walk binding.
Either...
I tested this in notepad and the on-screen keyboard, but it looks like it works. I added a game profile so you could see what I did. I am not sure why broke out walking wasd instead of using the...
Also, I just realized you were planning on mounting the coils inverted. You are rotating the base coordinate system so pitch, yaw and roll will also be reversed. We should probably add a base...
No one has done this that I have seen. Your assumptions about docking are correct. The controllers are docked when they get into docking position based on proximity. I do not recall if we actually...