ubisoft / vrtist

Virtual Reality tool for storytelling
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Questions about VRInput #8

Open Delesgues opened 2 years ago

Delesgues commented 2 years ago

Hello, this is a great program, but I have some problems. I'm testing to run the program with Pico neo3 and replace Oculus with SteamVR in unity. The helmet image can be used normally, but the handle operation does not correspond. I see that the corresponding methods mainly deal with the keys obtained by unity XR in the "VRInput" class. Under normal circumstances, I should also be able to receive the keys of the Pico handle, but it didn't respond. What's the reason? How do I need to modify it? And the HTC Focus3 may be used later. Do you need to modify it the same?

droune2001 commented 2 years ago

Hello. Thanks for your kind comment. The project has been tested and developped only for the Oculus Rift/Quest1 (hardcoded controllers, offset transformations). We have not architectured anything to support a more open framework like OpenXR or SteamVR.

There was someone (external to the company) working on the subject on a fork, but I have no reason to think that he will push that work on the master branch.

All input is indeed done in VRInput, mess around if you like, be my guest.

Sorry I cannot help you more on this, the project is no longer active at Ubisoft, we haven't touched it for months.

AnthonyMir commented 2 years ago

Hello,

As part of University of Rennes 1 we have been extending the work started by Ubisoft on VRtist. We have worked on making VRtist usable with any headset. This was mainly done by replacing the OculusVR plugin with OpenXR, the VRInput class being present in both. You can find our fork on: https://github.com/AnthonyMir/vrtist This version has been tested with Valve index, Oculus quest 2 and HP Reverb G2.