GodotVR / godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)
MIT License
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Controller positions mishandle worldscale in versions since v3.0.1 #133

Closed goatchurchprime closed 3 years ago

goatchurchprime commented 3 years ago

I think there's been a regression on https://github.com/GodotVR/godot_oculus_mobile/issues/103

I am using the precompiled (and later) version of the godot_ovrmobile available here: https://github.com/NeoSpark314/godot_oculus_quest_toolkit/tree/master/addons/godot_ovrmobile

Set the world_scale to 2 and your controllers are once again high up above you. This doesn't happen with the v3.0.1 assetlib version.

NeoSpark314 commented 3 years ago

I think if this does not happen with the v3.0.1 asset lib version it is probably only an issue with the version used in the toolkit. The toolkit version is still based on 1.0 of the godot_oculus_mobile plugin.

goatchurchprime commented 3 years ago

Looks like it's because the godot_ovrmobile committed with the OQ_Toolkit is very old. It's hard to tell this because its files have been touched recently. It would be nice to bring it up to date. I don't know what the reasons for not doing so are.