aardvarkxr / hackathon-sep20

BSD 3-Clause "New" or "Revised" License
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Transition input between virtual layers using the thumbpad (Frank) #5

Open Adil3tr opened 3 years ago

Adil3tr commented 3 years ago

What would this gadget do?

This application disables input to VR, AR, or neither, depending on your needs.

Using AR layers in VR carries the risk of making the layers of VR-AR interfere with each other by the fact that inputs are designed in virtual worlds with the assumption that they are the only focus of the user.

The Index Controller's thumbpad is rarely used in games and even when it is, not all of its inputs are utilized. So the thumbpad could be used to switch between VR input, AR input, or both. The application would disable all control of AR layers at launch. The user would slide the thumbpad up to stop disabling control of the AR layer, then again to start to disable input to the VR layer. This would be cued visually by hands rendering at half opacity for control of both layers, and fully opacity for controlling only AR. A haptic response similar to the one in Half Life Alyx when she gets her grabbity gloves would be used to make it clear that input has changed to make sure the user notices. These hands would also solve the issue of controller/hand occlusion if running Aardvark as passthrough AR.

This also mitigates occlusion issues by having something on the gadget layer that can render over gadgets since real and in game ones won't.

Who would use this gadget?

I feel like this could be of universal use and simplify the design of many gadgets by making a specific way of "locking" a UI element, for example, unnecessary, as well as avoiding accidental input in gadgets. If it could perform this same function in steamVR, blocking input of discrete applications, it could be a good way of regulating input when using other dual layer programs like metachromium too.

Assuming that you're on the team, what other skillsets would you need to make this project happen over a couple days of hacking?

I am not experienced with coding, I’m just trying to provide the concept for consideration.

What will be the toughest part of building this gadget?

The most difficult function to design in this might be disabling input to the VR layer. Dashboard overlays rendering over one another block input, like the hand menu in fpsVR over the dashboard overlay, but it is unclear if Aardvark could do that in normal SteamVR software.

JoeLudwig commented 3 years ago

This will require UI and input work in Aardvark. Adding the feature tag.