Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
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Separate Locomotion Options for Left and Right Controllers #405

Closed Pinkyyyy closed 8 months ago

Pinkyyyy commented 1 year ago

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

Teleporting locomotion is great, good for getting across spaces and in a general area where you want to be and with basically no motion sickness effects for me. However it is not good for tiny detailed movement. I've already outlined some movement changes I would like to see in another issue, however here I would like to focus on adding separate locomotions per each hand.

Having only teleportation on both hands is clunky and bad use of available controllers, however I do acknowledge less buttons to worry about simplifies everything and makes it more user friendly for users with only 1 hand or alternative controller options, so they don't have to rebind extra stuff etc.

If I want to get to a table, I teleport near the table, oh this thing is slightly out of my reach damn, OK let me look at the ground, teleport, oh nope now I'm in the table slightly, let me, ok look down again, yep ok nope still not close enough, just a lil, ok great. Grabbed the thing, ok well now I want to put it on this other table, repeat the process.

This gets frustrating really fast.

Describe the solution you'd like

Separate locomotion on each hand. For example, teleportation on one hand, and walking on other, that way doing small detailed is easier and less frustrating. If things are out of each, we just slightly nudge our other stick.

Describe alternatives you've considered

You could swap between locomotions by opening the context menu, but opening the context menu is slightly annoying, an having to do that every time I want to slightly move is even more annoying.

Another alternative would just be: git gud. I would simply just teleport better.

Additional Context

No response

Nammi-namm commented 1 year ago

I'm not sure how well this applies. But at least for Valve VR games like The Lab and Half Life Alyx. The intention is using teleport locomotion with the same caveats. Fine adjustment is achieved via your own body in your VR space instead of touchpad or joystick input. Which would partially explain why no VR game using or providing teleport locomotion gives you the option to micro adjust with a hybrid locomotion setup like you're suggesting. At least not one I've heard of. Though some experiences do offer a short backwards teleport regardless of where you're pointing by hitting the bottom of your touchpad/joystick.

Pinkyyyy commented 1 year ago

The backwards teleport is exactly what I'd like but for forward movement or honestly just a locomotion system that's like the backwards teleport, basically a walk teleport locomotion system, instead of just walk, or walk snap etc.

I understand what those games are doing, but I don't have such a big of a play area and actually like playing sitting down more than standing. This type of locomotion system would help.

If we want to avoid hybrid locomotion systems, just the snap walk would be great tbh, and a way to adjust increments of how much we wanna snap forwards, maybe even have an option of a quick toggle:

Lets say i set my walk snap increment to 0.5 meters. But then i want finer movement, i have another setting that's called: increment toggle, and you click in your joystick, bam now its using the variable, lets say 0.1 meters. It's how a dpi switch works on a mouse basically.

shiftyscales commented 8 months ago

I don't think this solution is suitable, because not every locomotion module is compatible with each other, e.g. noclip doesn't have a character controller, physical locomotion does, fly doesn't have gravity, walk/run does.

I've personally wanted us to merge the teleport locomotion into the physical locomotion at some point as well as having a 'nudge/bump' style to shift a short distance.

I'd recommend opening a new issue focusing on 'snap walking', @Pinkyyyy.