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Implement grip pose input action for Oculus Touch controller's #97
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The pr only seems to apply the current controller pose to the grip pose, is this correct? As I would have expected some grip offset? |
Correct. In my tests the current controller pose seemed pretty much right. |
If you want I can add an option for a configurable? offset |
I think that would be best, else there isn't much point just duplicating the current pose |
I can add it. It's still adding value though as while in code it's currently the same pose as the controller's, semantically it's another thing from a user's perspective. A user doesn't care where the pose comes from. He cares that it's the grip pose. I'll add an offset option though, i agree it makes sense. |
XRTK.Oculus/Packages/com.xrtk.oculus/Runtime/Providers/Controllers/BaseOculusController.cs
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/azp run |
Azure Pipelines successfully started running 1 pipeline(s). |
I think I might need to update the Core package dependency for this to succeed. Because it needs the property in |
b1df9bc
* Add grip pose to default mappings * Add grip pose profile * Assign grop pose mapping * Implement raising Grip Pose in BaseOculusController * Add grip pose offset * Set oculus controller grip input action defaults * Fix grip press naming for hands * Move grip pose offset to BaseController * Fix assigned camera data provider profile in platform config * Add grip pose override for Oculus Touch * Update core package dependency Co-authored-by: Stephen Hodgson <hodgson.designs@gmail.com>
XRTK - Mixed Reality Toolkit Pull Request
Overview
Implemented grip pose input action for Oculus Touch controllers. Useful when grabbing something and looking to "attach" it to the controller's / hand's grip pose.
Submodule Changes