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Kerag

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Everything posted by Kerag

  1. Same here..trying to implement a VR body. Would love to check your project also, if you don't mind.
  2. Hi! I liked your engine. But VR player script misses all the standard features that required to build a descent VR game. I'm not a programmer at all. I'm a 3D designer. And I'm trying to restore that basic functionality. I've managed to create some sort of basic locomotion functionality. But now I'm stumbeled upon couple of things.. how to tie controller/helmet rotation to direction of movement? I've managed to build up a script that gives some results to move using a stick... --Controller based movement if leftController~=nil and self.walkMethod == 1 then self:controllerWalk() end --Update offset position local pos = VR:GetOffset() local d = self.targetoffset:DistanceToPoint(pos) local speed = 0.1 * self.teleportSpeed if leftController~=nil and self.walkMethod~=2 then speed = 0.01 * self.walkSpeed end if speed>d then speed=d end pos = pos + (self.targetoffset - pos):Normalize() * speed VR:SetOffset(pos) function Script:controllerWalk() local playerMovement = Vec3(0) playerMovement.x = Math:Clamp(VR:GetControllerAxis(VR.Left, VR.TouchpadAxis).x, -1, 1) playerMovement.z = Math:Clamp(VR:GetControllerAxis(VR.Left, VR.TouchpadAxis).y, -1, 1) local controller = VR:GetControllerModel(VR.Left) local crot = controller:GetRotation(true) --retrieve rotation values self.targetoffset = VR:GetOffset()+playerMovement*crot --shows that rotation values indeed are getting retrieved but movement direction in game applied in a weird way... end Im stumbeled on how to apply those values correctly so that if I hold stick up... player would move in a direction where controller is facing. The same goes to helmet.. I assume I have to retrieve rotation values from the camera?
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