stewdio / THREE.VRController

Support hand controllers for Oculus, Vive, Windows Mixed Reality, Daydream, GearVR, and more by adding VRController to your existing Three.js-based WebVR project.
https://stewdio.github.io/THREE.VRController/
MIT License
230 stars 32 forks source link

Xbox ONE controller does not work #16

Open cowsiwin opened 6 years ago

cowsiwin commented 6 years ago

Xbox ONE controller returns with a null gamepad.pose field. This is when running the demonstration link. The axis and button fields seem valid.

Is this a known limitation?

Details: Windows 10 id"Xbox 360 Controller (XInput STANDARD GAMEPAD)" Google Chrome | 65.0.3325.181 (Official Build) (64-bit) (cohort: Stable) Chrome flags: chrome://flags/#enable-webvr, chrome://flags/#enable-gamepad-extensions, chrome://flags/#openvr No VR display hardware attached

I am going to try Firefox.

stewdio commented 6 years ago

This is expected behavior. I wrote VRController with the conviction that it should only care about controllers that have either a 3DoF or 6DoF pose. But there seems to be recurring demand for 0DoF as well... What are everyone’s thoughts on the best way to implement this?

cowsiwin commented 6 years ago

My requirement was just for debugging on my desktop. I was hoping that the joysticks would work like a first person shooter and tilt the scene left/right/up/down and allow you to walk/fly through the scene. I was able to coerce Chrome into going into VR mode but there was no convenient control mode. I suppose I could have gotten a different FPS controller to work but I ran out of time.

Sent from my iPhone

On Aug 2, 2018, at 10:58 PM, Stewart Smith notifications@github.com wrote:

This is expected behavior. I wrote VRController with the conviction that it should only care about controllers that have either a 3DoF or 6DoF pose. But there seems to be recurring demand for 0DoF as well... What are everyone’s thoughts on the best way to implement this?

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