Closed mattboy64 closed 7 years ago
Fixed with https://github.com/thestonefox/SteamVR_Unity_Toolkit/pull/495
maybe?
I don't think so, he fixes the left/right thing. But there's something still inherently wrong with the rotation. Rotate the camera 180 degrees and I think the forward/backward becomes reversed.
re-opening then :)
I wonder if this is related to the Box Collider that gets added as a child of the Camera Rig by PlayerPresence. I noticed it does not follow the rotation of the headset or eye camera (it seems it should follow Y, at least). I was adding some momentum to the player and depending on the initial orientation of the rig, sometimes the force was incorrect by 90, 180 or 270 degrees (based on the initial Rig rotation).
Perhaps not totally related, but wouldn't it be better to move and rotate the whole CameraRig (basically the "physical" room space) with the simulator instead of moving the camera? The best solution would be perhaps to map the camera direction as forward first so controlling the rig could be like an FPS controller.
Or is there an specific reason for working with the camera?
@sblancodiez I think the point of the script is to simulate headset movement without having to pick up the HMD and physically put it on your head. If that's accurate then it would make sense to only do it on the camera.
@mattboy64 I get that, but since most of the interaction is done with the controllers and they have a position relative to the play area, it makes some sense to move the CameraRig (since with this we still move around and see in the pc screen what we are doing). This way you can use the controllers to test things without putting on the headset.
Still, since the controllers have their position tracked inside the play area, some means to have the headset camera stay in a given position inside the play area would make testing faster. I.E. having it "behind" your chair pointing towards the screen so you can just grab the controllers and watch the screen to test.
El 7 sept. 2016 19:33, "mattboy64" notifications@github.com escribió:
@sblancodiez https://github.com/sblancodiez I think the point of the script is to simulate headset movement without having to pick up the HMD and physically put it on your head. If that's accurate then it would make sense to only do it on the camera.
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Ah, good point. I think both are valid ideas. I'd love some fake controllers and controller movement too.
In PlayerPresence StartPhysicsFall(), I had to rotate the velocity argument/parameter to offset any CameraRig rotation. Otherwise, when you throw yourself off something with PlayerClimb, you fly off in the wrong direction. Just mentioning this in case there is a shared solution to all these issues.
VRTK_Simulator.cs:Line 110 Change from transform.Translate(movDir stepSize); to transform.Translate(transform.InverseTransformDirection(movDir stepSize));
Seems to be because of a discrepancy between the Translate space, and the cam.forward space. Not sure which is using worldspace or localspace, but this fixed it for me.
I think we should deprecate the old simulator now we have the new Simulator SDK
With no rotation on the playspace left/right rotate left/right were reversed. Rotating the playspace 180 degrees (before hitting play) fixed that problem, but the forward/backwards movement was then reversed. This is probably a problem with the movement directions not taking camera orientation into consideration when applying the movement offset.
I attached it to the CameraRig and the Camera(head). Both seemed wrong. It's also possible that I just don't know what I'm doing. :smile: