Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
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Index controllers grip not behaving properly. #850

Closed spencershoe closed 9 months ago

spencershoe commented 9 months ago

Describe the bug?

index controllers use grip force sensors as opposed to finger position when grabbing objects. using the input debugger, it appears to stop grabbing around .2 force level. maybe add slider to change sensitivity, if using finger position is not an option?

To Reproduce

if you grab too lightly with index controllers the object you are holding will fall out of your hands.

Expected behavior

if you keep your hands closed the object will stay in your hands.

Screenshots

No response

Resonite Version Number

beta 2023.11.28.1365

What Platforms does this occur on?

Windows

What headset if any do you use?

Valve Index

Log Files

N/A

Additional Context

No response

Reporters

No response

TisFoolish commented 9 months ago

if you grab too lightly with index controllers the object you are holding will fall out of your hands.

I am pretty sure this is intended behavior, but I do like the idea that it requires a full release of your grip to let go of something.

Frooxius commented 9 months ago

This is intended behavior, not a bug.

We don't want drop items at too low of a value, because that ends up in "sticky hands" issue, where it might be difficult to actually let go of items.

Sensitivity and required force does differ from controller to controller - you can adjust your own using the Steam Input editor to customize the bindings - it lets you adjust the strength needed to start grabbing and to let go of items.

We can potentially add in-game setting for that, instead of using Steam Input - if you are interested in that over the Steam Input editor, you can make a feature request.

I'm closing this issue, as it's specifically not a bug.

spencershoe commented 9 months ago

So I should make a finger position based grip setting as a feature request? for the record, Half-Life Alyx, Boneworks, Bonelab, Blade and Sorcery, and I think into the radius all use finger position based grabbing. And I have had zero issues with "sticky hands" in those games, do they use a unique implementation?

Frooxius commented 9 months ago

Yeah, that might be a good request, we can look at that!

Please include some more info about their method too if possible, I'm not super familiar with what they use and how it work, so info on that will help.

spencershoe commented 9 months ago

im booting the games up now to make sure i wasn't just speaking out of my ass. I'll be sure to look into the exact method while i'm at it.

shiftyscales commented 9 months ago

To further clarify- the way grabbing is currently implemented- there is a 'grab area' which is defined as part of the avatar creation process- this is a spherical radius that is commonly around the hands of your avatar (you can visualize this by enabling 'edit mode' in the session).

The grab area will be red while it is active/grabbing, and yellow when passive/inactive. Additionally, in the context menu, there is a separate 'precision' grab mode that places the grab point between your index finger, and thumb, and can only grab the single nearest object.)

Either way- for now grabbing is just a simple threshold (on/off) and has nothing to do with finger positions at all, @spencershoe.

As requested above, please open a separate issue with the feature request template providing videos/reference material for how it is implemented in the titles you mentioned.