dantman / elite-vr-cockpit

A SteamVR Overlay providing a virtual throttle and joystick and holographic buttons for ship functions, with custom integration into Elite Dangerous
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Possible to push overlay buttons without pressing trigger? #122

Open jonnyapps opened 4 years ago

jonnyapps commented 4 years ago

Sorry, I don't use GitHub - this isn't an 'issue' but a question or a feature request maybe? Feel free to delete if I'm in the wrong place.

Is it possible to press the overlay buttons (retract hardpoints etc) just by gesturing a tap or pushing 'through' them instead of pressing trigger as well?

I'm using an Oculus Quest and could easily strap the controllers to my wrist, thus freeing my hands to use a physical joystick/hotas, but would love to then reach out to tap the button overlays.

Thanks.

dantman commented 4 years ago

I have plans for something similar, but I don't think I'm going to do things this exact way. i.e. I don't think I'll allow you to use a Touch controller without holding the controllers.

On the topic of using the overlay with a HOTAS you can check out the issues in the Hybrid HOTAS usage. Issues there are ones related to using the virtual overlay with a physical HOTAS. I'm tracking them and would like to do them in the future, however I likely won't work on them till I've finished all the other things needed for a 1.0 release for virtual controls. i.e. Full playability (full coverage of game features so there's nothing you need to drop your controllers and fallback to a mouse/keyboard/gamepad to do) and the QoL functionality needed to make the overlay comfortable to use.

The first step will be adding skeletal input support (#88). Controllers with partial finger tracking (i.e. Index controllers) will switch to a different mode similar to what you describe. Where you can make a pointing gesture with just your index finger and press buttons by touching them like you describe and pinch buttons in edit mode to grab and move them around. However this will require a pointing gesture to press buttons so it will not work when you're not actually holding the controller.

After that is done I may consider supporting non-controller hand tracking systems like Leapmotion (#89). When that's done you'll be able to drop your controllers entirely and instead just use your real tracked hands to press buttons when you're using your HOTAS.

Of a related note important to you. Oculus is going to be providing a hand tracking SDK for Quest. However it's limited to Quest applications (i.e. not PC games you play with Oculus Link). If they bring this feature to the PC SDK (Rift S/Oculus Link) then I'd consider supporting it.

However, in order to do that I would need to include the Oculus SDK and make a native Oculus overlay instead of a SteamVR overlay.

But, if all of those problems go away and the issues are dealt with at some point. Then just maybe, there is a chance you'll be able to use your HOTAS controllers and press buttons with your hands without needing to strap controllers to your hands or get extra hardware.

jonnyapps commented 4 years ago

Thanks very much for the detailed and interesting reply. I look forward to whatever progress you make. It all sounds interesting, whatever the future holds.

Crossing my fingers that the Quest gets hand tracking in Link mode, for a whole lot of reasons. We'll know in a couple of months, hopefully.