BastiaanOlij / gdleapmotion-asset

Compiled GDLeapmotion driver for the Godot Asset Library
MIT License
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Getting "Not responding" error when testing ARVR leap motion asset #3

Open vauduong opened 3 years ago

vauduong commented 3 years ago

Hello, I just have a basic scene to test leap motion in Godot 3.3.2 with an ARVR origin, and child Leap Motion scene and ARVR camera. The scene plays fine when Arvr is off, but when I try setting the Arvr script variable to true the scene does not load at all. Would you know of any causes, fixes, or workarounds? Thanks!

BastiaanOlij commented 3 years ago

Hi Vivian,

The leap motion driver is its own implementation not based on the ARVRServer. It does have a mode in which it works in conjunction with an ARVR plugin if you've attached it to a headset but for that to work you need to have the VR part of it set up as well.

So I need to know a little more about what you are trying to do to know where things are going astray.

vauduong commented 3 years ago

Hi Bastiaan, Thank you for the response!

Here is my scene setup, I'm trying to get a basic scene working with both the HMD and Leap Motion tracking: LeapMotionARVR

I was able to use the Leap Motion Visualizer and it works perfectly, so no issues there. I currently have a VR headset with an embedded Leap Motion tracker set up, and the head tracking works in Godot. The leap motion is also sending data to Godot.

Here is the behavior when the leap motion is at the origin of the ARVROrigin. It is directly below the camera. HandTrackingNoTransform

To fix this, I translated the leap_motion asset so that it would be in front of the camera. This is just eyeballing and looks as expected, but there is some swaying of the hands when the HMD moves. HandTrackingTransform

From the documentation for the Arvr script variable, it sounds like the configuration can help fix this swaying, but when I set Arvr to "on" in the Leap_motion asset, I get the following result. Nothing loads and I have to exit the program. NotResponding

Do you have any suggestions for what I might be missing? Thank you so much in advance and for all the work you have put into developing this functionality!

BastiaanOlij commented 3 years ago

It looks to me your setup is sound so my best guess is that since I wrote this things have changed either in Godot or in the leap motion drivers itself. I'll see if I can make some time coming weekend to do some testing, it's been awhile since I last looked into this but seeing I'm soon going to be playing around with a Northstar.

Looking at your log output I wonder what the unhandled exception is about.

It probably wouldn't hurt recompiling the asset against the latest godot-cpp and latest leap motion drivers either. If you want to give that a try just get the source from https://github.com/BastiaanOlij/gdleapmotion.