CSG-3613 / alt-ctrl-team-1

alt-ctrl-team-1 created by GitHub Classroom
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Alternatives to MPU input for controller #13

Closed Ku-Bri closed 6 months ago

Ku-Bri commented 6 months ago

Because the MPU is continually freezing up after about 12 seconds of play, I am looking into alternative methods of gyroscopic input while Ayden tries to fix the MPU issue.

Ku-Bri commented 6 months ago

Progress

Looked into using an android phone as input using this site but after looking into it further we would have to change our build for mobile development and we will not be building to mobile so abandoning this.

Could potentially use a wiiMote using this library and tutorial: https://github.com/Flafla2/Unity-Wiimote
https://www.youtube.com/watch?v=LHbRlL8SBgE

Ku-Bri commented 6 months ago

Progress

Got the button and boost working as well as the collection system and that branch has been merged to main. Ready to move forward on the wiimote and/or MPU 6050 testing.

Setbacks

I was not the one who began incorporating the MPU and there is no documentation to speak of that describes what has been done thus far so moving forward will be slow.

Plans

I would like to spend a limited amount of time building the movement system and trying to get the MPU incorporated into it. If after that amount of time I cannot resolve the drift issue then I will move forward strictly with incorporating the WiiiMote into hopefully the same movement system I will be building.

Ku-Bri commented 6 months ago

Progress

Got the wiimote controller active in unity. Note for windows 11 finding the wiimote to connect (from Krieger's notes): "Microsoft patched the bug where they accidentally left the old devices and printers menu accessible through control panel: to connect a wiimote to get to the window, open task manager, click run new task, and paste shell:::{A8A91A66-3A7D-4424-8D24-04E180695C7A} into the box. Then right click, more options, add device." You can click next on the pin part to bypass the passcode.
Currently I have the wiimote reading to roll the plane but movement will take a while to figure out. Trying to use anything I can from Ayden's scripts but so far only one method is usable. Hopefully I can utilize some more with more testing.

Setbacks

Time.

Plans

Continue trying to get the yaw and pitch working then can move forward with tuning it. Then can populate the rings in the game once we know how the plane is able to move. THEN get it hooked up to the physical prototype for further testing and adjustments.

Ku-Bri commented 6 months ago

Progress

All of the rotations are working independently however when combined the control is awful. Yaw and pitch together have a great feel but look bizarre without the plane rolling but rolling the plane causes unwanted and unintuitive control of the plane.
also, there is a button call to reset the calibration but i haven’t gotten it to work with an arduino button, it appears to have to be a wiimote button.

Setbacks

Testing is sometimes nauseating when the controls get out of whack.
Player resetting calibration is going to be a problem/difficult and take them out of immersion in the experience at least.

Plans

I want to try to create an empty that will parent the plane and camera. I will change the scripts so that the empty will have the yaw and pitch movement and the plane with have the roll. This way the roll hopefully wont affect the actual player movement but the plane will look correct.
I don’t know yet what to do about the calibration reset button. Probably the player will have to just reach back and blindly push the button. I made it the A button so at least it is the biggest one.

Ku-Bri commented 6 months ago

Progress