Neos-Metaverse / NeosPublic

A public issue/wiki only repository for the NeosVR project
197 stars 9 forks source link

Allow strafe while in one-handed locomotion #1969

Open snugwarms opened 3 years ago

snugwarms commented 3 years ago

Is your tweak request related to a problem? Please describe.

Quest 2 Touch controllers

With no tooltip equipped, left and right on my offhand's joystick will strafe in it's respective direction. My dominant hand has snap turn on it's joystick.

However, when equipping a tooltip in my dominant hand, the joystick controls of my offhand shift, left and right on the stick now snap turn instead of strafe.

This becomes insanely frustrating as my controls suddenly change to a method that's personally extremely inefficient and jarring. This forces me to do an annoying dance of looking left or right, then pressing forward, and looking back just to find that i'm not correctly aligned with the object I need to be.

This issue may be unique to the Quest 2 controllers. Index users seem to be able to properly strafe on their offhand while holding a tooltip in their dominant.

Describe what would you like tweaked

A toggle added to movement settings that defines preference for snap turn or strafe while in one handed locomotion mode.

Alternative

Use hand locomotion and point controller side to side then pushing forward. However, using hand locomotion constantly would lead to motion sickness for many, myself included.

Thank you for the consideration and all the hard work you put into making Neos amazing. It's been many years since I've been this excited about a platform, and I hope to stick around for years to come. ♥️

(i've seen people add their discord tags, didn't know if it was important or not but mine is @warms#8080)

shadowpanther commented 3 years ago

This is also relevant for Rift S controllers, and probably any controller type where secondary is the thumbstick. Any tool using secondary click (most dev tools, some weapons and other gadgets) blocks the thumbstick totally, while really stick's axes are rarely used by tools. The other way to do this is to allow tools to only block secondary click if the axes are not needed for tool use.

Frooxius commented 3 years ago

This could be added once we have the Settings UI reworked, although unlikely to be default, as ability to turn is more important than strafe (e.g. when playing seated and you can't physically turn 180).

There's one alternative that can help for scenarios like this though - you could switch to controller direction based locomotion. That way the movement direction is determined by where you point the controller, so you can still strafe by aiming sideways.

snugwarms commented 3 years ago

@shadowpanther unfortunately not possible, you can set that per-tool but would not be able to use secondary, per issue #1238.

@Frooxius right, but the issue with hand based loco is motion sickness for myself and many. i personally am never in a position where I can't spin 360. is it possible to add this as a launch option? searching the discord there's a number of user complaints about this issue

shadowpanther commented 3 years ago

@bitchcakes I know that, but as I said most tools that use secondary don't need axial input, just the thumbstick click. What I'm saying is add an additional toggle on the tooltip component, alongside with enabling the Secondary, that would separately block the axial input. With the recently added input binding system that should be much easier to implement. The other possible solution I see is change the bindings for Oculus controllers so that Secondary is on long Context press or something similar.