Comments (1)
I know this is not as useful as a finished pull-request to the library, but I am not confident enough to make one.
Here is my development at working out the pointer_pose function, as well as the fade-out and fade-in feature you get on the hand-tracking when the confidence level drops and you are in the default oculus system scene.
I found that it is best to put the hand model and pose laser pointer into a Spatial node that is a sibling of the ARVRController instead of as a child of the controller node. This is for two reasons:
First, the laser pointer transform is given relative to the ARVROrigin, not the ARVRController, because it appears really to work as 3DOF where it is close to the vector from the ARVRCamera to the CofG of the ARVRController/hand so that it does not deflect when you make, for example, a pinch gesture.
Second, during the fade-out when the confidence level drops you don't want the hand to continue moving, so being able to stop copying transform over from the ARVRController node to its sibling instead of trying to suppress the parent transform is a lot smoother to implement.
It turns out you have to have the confidence level high if you are using the hands for controlling a UI rather than playing a rubber hand game because otherwise you get a lot of mis-clicks and actions made that the player did not intend. It is much worse to click on a button by mistake than to fail to click on a button that you intended to. By disappearing the hands whenever the confidence drops (most commonly when they occlude one another) the player can very quickly be trained to keep their hands apart when doing work, which really improves the experience.
from godot_oculus_mobile.
Related Issues (20)
- The controller positions do not handle world_scale correctly HOT 4
- Using GLES3 causes rendering issues with Blend Keys
- Integrate oculus audio spatializer HOT 11
- Build procedure error HOT 2
- Add Oculus Quest 2 support
- Add support for the Oculus platform keyboard HOT 12
- Mobile Vulkan for Oculus Quest 2 ? HOT 2
- 64bit Android binaries for Oculus Quest ? HOT 3
- VR framework for Godot ? HOT 3
- Head transformation may be invalid
- Cannot download asset from AssetLib HOT 4
- GearVR oculus update required HOT 2
- Controller positions mishandle worldscale in versions since v3.0.1 HOT 2
- Just a friendly reminder that the version in the asset store is still 3.0.1 HOT 8
- ovr_display.get_supported_display_refresh_rates() returns only 60hz and 72hz on Oculus Quest 2 HOT 3
- Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" HOT 1
- Lag between ARVRCamera and ARVROrigin when moving HOT 3
- Add support for Passthrough API HOT 3
- Meta Quest 2 HOT 1
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from godot_oculus_mobile.