Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

BeepSaber hand tracking isn't quite right #41

Open
Wavesonics opened this issue Jul 1, 2020 · 1 comment
Open

BeepSaber hand tracking isn't quite right #41

Wavesonics opened this issue Jul 1, 2020 · 1 comment

Comments

@Wavesonics
Copy link
Contributor

The right hand saber's orientation is incorrect making it unplayable. Shouldn't be a hard fix I don't think?

@NeoSpark314
Copy link
Owner

Yes; I think this should be relatively easy to fix; but due to hand tracking lag I'm not sure it will be playable with hand tracking.

Recently there were several improvements made by @Joanguitar that made beepsaper work better with OpenVR and also added playlist support; these improvements are currently in the https://github.com/NeoSpark314/godot_oculus_quest_toolkit/tree/beepsaber branch as I still need to test them with the quest; There was also a change for the orientation of the vive wands; we should look there and see if it can be generalized to oculus touch, wands and hands somehow;

I have some transform nodes set in the toolkit that are intended to solve these problems:


maybe one of them already provides the correct transform for both hands and touch. I will check this.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants