NeoSpark314/godot_oculus_quest_toolkit

Vive (OpenVR) compatibility saber angle

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I got it working! This is a miracle of cross-platform compatibility.

Needs a debug warning to install the "Open-VR" plugin if no devices are found and you have one plugged in. This is blocked me for about an hour till I found it out. (I didn't give up because I remembered it worked on another project.)

The controllers are a the wrong angle for playing Beep Saber -- they poke up instead of outwards. I succeeded in playing by holding the controllers upside down.

Thanks for trying it. Not sure how cross device controller angle should be solved. Any suggestion on what to try is welcome. This is also an issue between hand-tracking and touch contorllers on the quest. Currently I have some controller "attachment" transforms as part of the respective models; maybe these can be modified based on a lookup table for different controller names.

@goatchurchprime I just fixed this in the master branch; thx again for reporting. Also I created a new repository for a stand-alone version of beep saber at https://github.com/NeoSpark314/BeepSaber
this allows to keep the demo in here as a small demo and start adding more features to the stand-alone version