GodotVR / godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)
MIT License
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Revisit mapping for Oculus touch grip trigger #65

Closed m4gr3d closed 4 years ago

m4gr3d commented 4 years ago

The current grip trigger axis is set to 3. According to @BastiaanOlij it should be set to 4 to match the value for the Oculus desktop plugin.

m4gr3d commented 4 years ago

@BastiaanOlij Do note it's also set to 3 in the Oculus desktop plugin codebase.

BastiaanOlij commented 4 years ago

Auch, the info page I wrote up says it should be 4: https://github.com/GodotVR/godot_oculus/issues/4

I think most people react to the button (mapped to 2) instead of the axis so nobody really noticed until now.

I'm wondering if we shouldn't go the other way around, change the OpenVR plugin and make it 3 there. We can always keep axis 4 the same for now and mark it as a deprecated axis to be replaced once we have another purpose for it. that way people won't be caught out.

BastiaanOlij commented 4 years ago

(well the MR boys might have a problem because their trackpads are mapped to axis 5/6 which we probably should keep the same)

NeoSpark314 commented 4 years ago

Is there already an idea how to resolve this? (I would vote at the moment for keeping it at 3). Someone started working on adding some docs to the godot-docs here: https://github.com/godotengine/godot-docs/pull/3040 and I think adding the current button mapping in the docs would be really useful.

m4gr3d commented 4 years ago

@BastiaanOlij @NeoSpark314 I also vote for keeping it at 3 since the Oculus version is also that way. Along the way, we should deprecate 4 for the OpenVR plugin as you suggested, and make it 3 also.

(well the MR boys might have a problem because their trackpads are mapped to axis 5/6 which we probably should keep the same)

@BastiaanOlij What do you mean by that? Doesn't the MR headsets also use the OpenVR plugin (and mappings)?

BastiaanOlij commented 4 years ago

I’m happy for it to stay at 3

The MR controllers have a track pad and joystick. As the original VIVE controllers have a trackpad the openvr plugin maps the trackpad first, and the joystick second. Oculus is the odd ball out.

This is one of the big reasons the action system was introduced so your game no longer has to care, you define you have an action for a joystick input and then map each controller accordingly, you no longer care about the original inputs

On Sun, 28 Jun 2020 at 6:45 am, Fredia Huya-Kouadio < notifications@github.com> wrote:

@BastiaanOlij https://github.com/BastiaanOlij @NeoSpark314 https://github.com/NeoSpark314 I also vote for keeping it at 3 since the Oculus version is also that way. Along the way, we should deprecate 4 for the OpenVR plugin as you suggested, and make it 3 also.

(well the MR boys might have a problem because their trackpads are mapped to axis 5/6 which we probably should keep the same)

@BastiaanOlij https://github.com/BastiaanOlij What do you mean by that? Doesn't the MR headsets also use the OpenVR plugin (and mappings)?

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m4gr3d commented 4 years ago

Thanks for the clarification!