GodotVR / godot_oculus_mobile

Godot Oculus mobile drivers (Oculus Go / Oculus Quest)
MIT License
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Add input related apis #96

Closed m4gr3d closed 4 years ago

NeoSpark314 commented 4 years ago

I think it is implemented also in the plugin here: https://github.com/GodotVR/godot_oculus_mobile/blob/06f382bcbec0ac4647c7e7cc80724d9d78d092c7/plugin/src/main/cpp/ovr_mobile_controller.cpp#L43 but I have never used it so far.

m4gr3d commented 4 years ago

Thanks for the review!

As @NeoSpark314 mentions, that is also supported and implemented in the OvrMobileController class ( I need to make sure to double-check it's working as expected...).

Not having it would make the interface more complex IMO as it would then be the user's task to figure out how to map the Godot controller's rumble to the Oculus touch controller's haptics, possibly leading to inconsistency in implementations.

Since feedback is limited (sounds, visual & controller haptics), this addition is to give the ability to users to provide feedback for arbitrary game logic (e.g: reaching an objective) instead of having haptics be limited to controller related game logic (e.g: colliding with an in-game object).

If we decide to support the action systems, it should be in addition to the existing functionality, and not replacing it since IMO the current controller rumble-haptic binding is the simplest way for users to trigger haptics for controller-related game logic.