You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
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.
The text was updated successfully, but these errors were encountered:
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:
At current stage, I think these are solutions.
The text was updated successfully, but these errors were encountered: