NeoSpark314 / godot_oculus_quest_toolkit

An easy to use VR toolkit for Oculus Quest development using the Godot game engine
MIT License
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BeepSaber hand tracking isn't quite right #41

Open Wavesonics opened 4 years ago

Wavesonics commented 4 years ago

The right hand saber's orientation is incorrect making it unplayable. Shouldn't be a hard fix I don't think?

NeoSpark314 commented 4 years ago

Yes; I think this should be relatively easy to fix; but due to hand tracking lag I'm not sure it will be playable with hand tracking.

Recently there were several improvements made by @Joanguitar that made beepsaper work better with OpenVR and also added playlist support; these improvements are currently in the https://github.com/NeoSpark314/godot_oculus_quest_toolkit/tree/beepsaber branch as I still need to test them with the quest; There was also a change for the orientation of the vive wands; we should look there and see if it can be generalized to oculus touch, wands and hands somehow;

I have some transform nodes set in the toolkit that are intended to solve these problems: https://github.com/NeoSpark314/godot_oculus_quest_toolkit/blob/b2f493f503d5e119f282fb461314454d8c1e3415/OQ_Toolkit/OQ_ARVRController/scripts/OQ_ARVRController.gd#L99 maybe one of them already provides the correct transform for both hands and touch. I will check this.