Open shiftyscales opened 2 years ago
I would like to add that I don't know if this can be excluded from desktop mode because it's a useless Locomotion in desktop mode I am in full support of this
I would like to add that I don't know if this can be excluded from desktop mode because it's a useless Locomotion in desktop mode I am in full support of this
Support for desktop use could be consideredrately in a new issue. E.g. it might be an interesting form of locomotion if paired with a 3D mouse.
The only feedback I have for this is that as a habitual playspace mover, I don't want to be locked to using Grab World if the focus becomes more Grab World as a definitive solution vs PlaySpace Mover. I've found times in the past it's better to use playspace mover, because when I "do" need to only use it momentarily consistently, not switching between locomotions on the fly. If Grab World would be able to work in this behavior, I would use it more consistently as an option as someone who runs into situations where I would use this, but can't/won't.
Also should it not be tagged as Locomotion? Grab World is by definition a Locomotion.
The request is regzrding tweaking the world templates, not the locomotion itself @TehTurk. And obviously nobody is going to be locked into using grab world exclusively. It fills a different role to the other use of playspace moving in applying a permanent offset to the tracking space.
Users using it to adjust their tracking offset can accomplish the same result via the AvatarTrackingOffset component, if someone made some sort of tool to adjust it on the fly- the playspace moving behavior can be replicated natively as well.
Ah apologies then I figured tagging it with the related topics/tags would help if people ever need to locate it in the future. Should we not do that? It seems safer so stuff doesn't get lost.
Oh no! I know that I'm just remarking it as it also default locomotion for quite some time but it fell out of favor. I wanted to bring up the considerations if it's to be brought back to consider its use case could be strengthened or even preferred over current implementation, or even mixed with another Locomotion. It's a great option, I was hoping though we could give it some TLC and be considered as good as Teleport, Physical, or Fly/NoClip
If you have specific ideas on how you feel the locomotion could potentially be improved I'd advise you make a GitHub issue for that specific request.
E.g. I could envision there being use in adding a CharacterController to it by default (like Teleport has) so that culling zones will work properly- an issue highlighted in #3067.
Created #3149 requesting my above suggestion. As mentioned- if you have any further suggestions/recommendations for the locomotion, feel free to make separate issues, @TehTurk.
Will do! Just thought the Locomotion would be improved before being brought back to the default locomotions hence bringing the topic up here before the addition.
While I agree it could use some attention/upgrading, I don't think that should block it from consideration to be re-added in the meantime, because content is still going to be built on a daily basis that won't have it installed because it's not currently in the locomotion template set.
Hmm it was removed before for being too niche and also a bit confusing for some newer users, so I figured for it to be properly added back it would need some upgrade no? That's at least how I see it.
Wait so would it be a part of default locomotion templates? Or would it be something that you can generate from the Locomotion Modules themselves(Like click on Fly, ZeroG, Physical etc) from within the Locomotion Module? From the initial ticket it seemed the former, but from what you just it seems the later.
I don't know what you just asked me Turk. I'm talking about the default locomotion modules that are included in the template worlds made using the 'create new world' option.
Ah okay cool, that's what I originally thought. Sorry!
I thought you were talking just now about adding it as a quick template when you are making locomotions on the physical locomotion component(ZeroG, Fly, Physical etc) vs what you said.
Is your tweak request related to a problem? Please describe.
Grab World locomotion is a really useful locomotion that few users in the greater Neos community are aware of as it is not included as a default locomotion in any world.
It fills a need that many users use external software 'playspace movers' to accomplish- fine-tuning their current position in the world.
Playspace movers can be disruptive to Neos by offsetting the user from their playspace, leading to additional issues, so emphasizing use of a native solution would be preferable, and provide a better experience.
Describe what would you like tweaked
Add the GrabWorldLocomotion to the default set of locomotion modules found in the template worlds.
Describe alternatives you've considered
Additional context
Grab world is becoming increasingly prominently used in the community, particularly among users in full-body that use it as a native alternative to 'playspace movers' like OVR Advanced Settings which can be disruptive to Neos by offsetting the user from their playspace.
It is also useful as an editing tool while using brushes- allowing the user to pivot around a point, making it easier to extend their brush strokes, or turn around in a fixed point while using the brush.
I've also personally started using this locomotion daily for the past few months and have placed an installer for it on my avatar so I have access to it in worlds that don't have it installed by default.