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VR Controller Navigation (Quest 2)

Home Forums General Questions VR Controller Navigation (Quest 2)

Viewing 15 posts - 16 through 30 (of 41 total)
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  • #68340
    kdv
    Participant

    Simple “collision detection” based on raycasting.

    https://v3d.net/ps8

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #68380
    bigcatrik
    Participant

    Simple “collision detection” based on raycasting.

    Thanks, kdv, but gee I dunno. I’m the “non-coder ” they seem to be pitching this stuff at, but when it gets into raycasting, all those variables, lists, dicts, etc. it starts looking an awful lot like “coding” or flat-out “programming” (is there a difference?) to me and I’m rather lost. Puzzles are miles away from the event sheets of Construct or GDevelop which I can usually logic my way through (I was a wiz at Basic in the early 1980s, honest) and even with Verge3D Puzzles I was able to get the camera turning with the right analog stick with the information from #ThomasFabini above (not in the example I provided, though, since I wanted it to use their “VR Controls” verbatim).

    Maybe I’ll be happy with the flat movement I have so far (left stick move, right stick turn) and wait to see if that “Virtual Reality” demo project mentioned above by #YuriKovelenov appears.

    Thanks, again.

    #68381
    kdv
    Participant

    I’m the “non-coder ”

    I learned about Verge3D, Blender, WebGL and JS just three years ago. Actually I’m an engineer ))) And if your trying to create an interactive app using Verge3D you’ll have to learn a little more about “programming”. Otherwise, most likely, you will fail to do what you want :unsure:

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #68396
    bigcatrik
    Participant

    And if your trying to create an interactive app using Verge3D you’ll have to learn a little more about “programming”.

    Directly from the soft8soft.com front page “Verge3D Puzzles allow a non-coder to script web applications, making your scenes interactive and responsive to user actions.”

    “Non-coder” was not my word, and it does apply to me.

    I can do some stuff and as long as I’m having fun I’ll continue plugging away. I was a professional 3D artist (with credits anyone would recognize) and before that a computer network manager, but never a “programmer” and want to play with newfangled VR in my dotage. To Verge3D’s credit I’ve gotten further with it than anything else.

    Anybody with strong VR legs (and stomach!) want to ride my VR roller coaster?

    https://v3d.net/rcvr2

    • This reply was modified 5 months ago by bigcatrik.
    • This reply was modified 5 months ago by bigcatrik.
    #68780
    kdv
    Participant

    Reworked VR controls. Can walk on inclined surfaces and stairs. Added rotation like in the home room.

    https://v3d.net/qef

    The First Person Camera demo in VR (with jumping and crouching)
    https://v3d.net/ec5

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #70687
    tomtm
    Participant

    Hi kdv

    Thanks for this puzzle, it works very well with my Meta Quest 3.
    It’s really cool to be able walkup and down in VR.

    Greets Tom

    #71220
    Thomas Fabini
    Customer

    Reworked VR controls. Can walk on inclined surfaces and stairs. Added rotation like in the home room.

    Hi kdv,

    cool setup btw. :)

    I’ve recently hit a problem with the rotation in my controller setup:
    It seems that the rotation center for the camera control object is local as long as the user stays in on place.
    When walking (physically) with the headset on, the rotation center gets offset to the point of initialization. Although your approach is a bit different and you are using change local rotation, it seems to occur in your app as well…
    In a browser with a webxr plugin enabled it seems the rotation gets offset after moving the camera (instead of moving with the controllers axes).

    Is this the expected behavior? A technical limitation? Or rather a bug?

    Anyways, always happy for some feedback that could shed some light on this.

    #71232
    kdv
    Participant

    See no issues with rotation neither here https://v3d.net/qef nor here https://v3d.net/ec5. In the second demo there is an issue with correct position ralative to the collision capsule but it doesn’t affect rotation with the right stick.

    Actualy it does’t matter how you move the camera control object. In both cases its absolute world position changes. But its local Z axis is always where you’re standing.

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #71241
    Thomas Fabini
    Customer

    Start in https://v3d.net/qef VR mode with the headset offset 3m to the right (virtual_reality_1_VR_offset_3m_right.jpg).
    Rotate the view 90 degrees to the right (virtual_reality_2_VR_rotation_90deg_right.jpg).
    Rotate the view 180 degrees to the right (virtual_reality_3_VR_rotation_180deg_right.jpg).

    In https://v3d.net/ec5 it seems to be just the same. Offset the headset by 3m left on the green, rotate 180, you’ll end up on the right side of the pathway on the green.

    It happens only if you physically move the headset away from the point it was initialized when entering VR. Movements with the stick, where the camera control object coordinates get updated, are not affected.

    In my setup it is even more obvious since I am using continuous rotation. The farther you walk away from the starting point, the worse it gets. You start rotating in larger and larger circles.

    I assume, when walking in VR, without using the stick, the camera control object position doesn’t get updated. So it’s last (known) position in 3D space is used for the rotation.

    Ok, it’s arguably why you would need rotation when you are walking and not just sitting in VR (and for that, can turn physically 360deg)… but in my experience, anything that can go wrong possibly will, where clients or users are concerned. Its usually just a matter of time ;)

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    #71245
    kdv
    Participant

    Start in https://v3d.net/qef VR mode with the headset offset 3m to the right

    You mean I should open the app in the Meta browser and move 3m aside before entering VR?

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #71246
    Thomas Fabini
    Customer

    No not before. After entering VR, but physically making a few steps with the headset on, or in the browser dragging the headset in the webxr plugin interface a few meters away.
    In the example above it is (desktop) chrome with the webxr plugin for the controls.

    1. Enter VR
    2. Move (either physically with the headset on, or move (drag) the headset in the webxr plugin interface so it’s offset)
    3. Rotate with the right stick (either physically on the controller with headset on, or in the webxr plugin interface)

    #71247
    kdv
    Participant

    when walking in VR, without using the stick, the camera control object position doesn’t get updated

    Hmm… Seems like that. Should be fixed somehow )))

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

    #71254
    Thomas Fabini
    Customer

    That’s the comment i was hoping for… :D
    So in your opinion it’s rather a bug, then?
    Dunno if it can be fixed, but i’ll kindly ask Alex and Yuri if they can take a look at this.
    Thanks for your feedback kdv!

    #71261
    tomtm
    Participant

    Hi,
    Regarding the VR controllers, I have a shy question. Is there a way to trigger the vibration in the controller, for example, during the hover-over event or other events? I assume one would need a plugin for that. I haven’t found anything about it in the forum.

    Thanks Tom

    #71262

    Dunno if it can be fixed, but i’ll kindly ask Alex and Yuri if they can take a look at this.

    we’ll look into this!

    Is there a way to trigger the vibration in the controller, for example, during the hover-over event or other events?

    I think it is possible but requires coding.

    Chief 3D Verger | LinkedIn | Twitter

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