Comments (15)
[totally unrelated]
btw @jrbudda, great job on Vivecraft, I play it sometimes, it's really really amazing :)
from kerbal-vr.
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.
from kerbal-vr.
Very interested to try with the vive wands. How did you plan on implementing them?
from kerbal-vr.
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).
from kerbal-vr.
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.
from kerbal-vr.
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
from kerbal-vr.
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.
from kerbal-vr.
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 ?
from kerbal-vr.
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.
from kerbal-vr.
I can totally do that. Do you have a version with the controller stuff in it coming?
from kerbal-vr.
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).
from kerbal-vr.
Ah hadn't noticed the branch, perfect.
from kerbal-vr.
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?
from kerbal-vr.
Oh man that's awesome, hmm okay, could you do it on the version-3 branch?
Thanks so much!
from kerbal-vr.
Closed via #27
from kerbal-vr.
Related Issues (20)
- WMR Controllers don't work with RPM in KerbalVR 4.0.0
- tracking too fast
- Crash after clicking "Enable VR" on 1.11.2
- Doesn't work in 1.12
- any chance of an update for 1.12?
- THIS BRANCH NO LONGER UPDATED - 1.12-compatible version in thread
- Is there ever gonna be support for the Epic Games version of KSP? HOT 2
- RasterPropMonitor cameras stay black (only when turned on, otherwise work fine)
- Find cause of failed recover (after loss of tracking in a dark room)
- Explain better how OpenVR is used HOT 2
- Add ability to use toolbars in vr. HOT 1
- Suggestion: flight mode
- MAS support
- Ability to use standard controls in 4.0, visual and console bugs. HOT 6
- Massive Terrain Flickering. Other Bugs. HOT 4
- controls are not working HOT 2
- New version different install progress? (help not bug)
- Weird zoom glitch with RPM HOT 1
- Version 3.2.6 crashes and 4.0.0 a3 is too slow/visual artifacts HOT 12
- Camera update. HOT 3
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