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Vivero avatar Vivero commented on June 18, 2024 1

[totally unrelated]
btw @jrbudda, great job on Vivecraft, I play it sometimes, it's really really amazing :)

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Vivero avatar Vivero commented on June 18, 2024

It is configured as "seated mode", but if you have room-scale set up, there is no problem with getting up and moving around. You will move around inside the gamespace. Tracked controllers are still work-in-progress.

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Aesop112 avatar Aesop112 commented on June 18, 2024

Very interested to try with the vive wands. How did you plan on implementing them?

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Vivero avatar Vivero commented on June 18, 2024

As of release v3.0.0, you can use the Vive controllers to move around inside the VAB / SPH.
In the next release, I plan on implementing cockpit props that can be grabbed and manipulated to control the craft (control sticks, throttle lever, switches, buttons).

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9595w avatar 9595w commented on June 18, 2024

Hey vivero, in the next update is it possible to make the cockpit props that can be manipulated also work with the rasterpropmonitor mod? It would be great for full immersion, and btw your mod works great.

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Vivero avatar Vivero commented on June 18, 2024

Thanks I appreciate your support!

I agree, interacting with RPM would be amazing. Unfortunately, at least in the near future, I'm not sure I can hook up RPM to be interactive in VR; I have some further thoughts here: #5

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Vivero avatar Vivero commented on June 18, 2024

It's not a definite "no" to your request, but I'm continuing to think about what's possible, let's wait and see how the mod develops.

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jrbudda avatar jrbudda commented on June 18, 2024

I'm not sure it would be all that hard. All the RPM 'buttons' are just unity objects and work off the Monobehaviour OnMouseDown/Up.

Is it not pretty simple to get a game object from the controller position and call MouseDown/Up ?

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Vivero avatar Vivero commented on June 18, 2024

That's what I thought too! I sunk a surprisingly large number of hours trying to figure out how to force a call on the MouseDown/Up function of the buttons, when the right conditions were met (controller position is close enough, or controller collider hits the button collider).

I honestly couldn't figure it out. The answer wasn't obvious to me; I would love a second pair of eyes to investigate how to do that.

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jrbudda avatar jrbudda commented on June 18, 2024

I can totally do that. Do you have a version with the controller stuff in it coming?

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Vivero avatar Vivero commented on June 18, 2024

Yes I was planning on releasing something within the next week with some preliminary support for controllers and interactive props in IVA.

But if you want to jump right in, the version-3 branch already has a ton of new code, might be a little rough on the documentation, but mainly has the implementation of controller GameObjects with colliders (at the moment... it's literally a Sphere primitive for each hand lol). If you compile the project in Debug mode in VisualStudio, you can jump right in IVA and see your hands (two little colored spheres).

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jrbudda avatar jrbudda commented on June 18, 2024

Ah hadn't noticed the branch, perfect.

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jrbudda avatar jrbudda commented on June 18, 2024

you can now click on RMP buttons, tho the little spheres are kinda too big without scaling up the worldspace like in my master PR. I was gonna re-do that world scaling code better, should I do it on the master branch or version-3?

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Vivero avatar Vivero commented on June 18, 2024

Oh man that's awesome, hmm okay, could you do it on the version-3 branch?
Thanks so much!

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Vivero avatar Vivero commented on June 18, 2024

Closed via #27

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