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Fixing worldscale for controllers #105
Fixing worldscale for controllers #105
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func _check_worldscale(): | ||
if was_world_scale != world_scale: | ||
was_world_scale = world_scale | ||
var inv_world_scale = 1.0 / was_world_scale |
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as posted in the comment section earlier; this does not need to be inverse as the "world scale" seems to make the player larger.
var inv_world_scale = 1.0 / was_world_scale | ||
var controller_scale = Vector3(inv_world_scale, inv_world_scale, inv_world_scale) | ||
$"LeftTouchController/left-controller".scale = controller_scale | ||
$"RightTouchController/right-controller".scale = controller_scale |
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I believe here we would need a -controller_scale
as the right controller is just a mirrored mesh of the left controller in the demo setup
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Hmmm, my gut feeling says that minusing the scale isn't a very nice solution, then again this is a script very specific to this setup so I'll make that change.
@BastiaanOlij Any updates on this PR? |
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Changing scale of controllers based on worldscale and removing the double applying of worldscale to the tracking.
Haven't looked at hand tracking yet and still downloading SDK so I can test (had to reinstall my PC few weeks back, bah)
fixes #103