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Re-implement button/slide press detection #3

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HelloKS opened this issue Apr 9, 2021 · 2 comments
Open

Re-implement button/slide press detection #3

HelloKS opened this issue Apr 9, 2021 · 2 comments
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@HelloKS
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HelloKS commented Apr 9, 2021

Current implementation is using hard-coded touch collider based on Oculus quest 2 controller model.
It works at least for me, but it can be feel awkward when playing this with other vr handset/controller (or just because of personal preference).

Followings are the symptoms of mismatched touch collider:

  • When user tries to hold buttons for hold notes, it will missed.
  • When user tries to press buttons, game will detect incorrectly (ex. Fast or Slow will appear even if user pressing it at right timing)

At current stage, I think these are solutions.

  • Just use the hand model, not controller: I've tried, but it really doesn't feel right and I didn't like it.
  • Make touch collider as user configurable: I think this is best way if I need to use collider, but implementation can be complex..
  • Don't use touch collder, detect controller position and use it somehow: this will work too, but can't think how at this time.
@HelloKS HelloKS added the bug Something isn't working label Apr 9, 2021
@HelloKS HelloKS self-assigned this Apr 9, 2021
@HelloKS
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HelloKS commented Apr 24, 2021

controller
Because of steamvr's implementation, I can't make fine tuned collider for Q2 controller's ring. Both controller side shares one prefab.

Edit: got report, duplicating prefab and specify R/L prefab in render model working.

@HelloKS
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HelloKS commented Apr 24, 2021

Hopefully c83a218 partially fixed this issue for Quest 2. The downside of this is other HMDs controller will face more mismatch.

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