Comments (6)
Same problem here! The workaround does indeed work but may not be ideal. Any ideas what might be causing this?
I understand the system uses an mathematical model to simulate the elbow rotation, how could that be implemented in this case?
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I don't have an Oculus GO to test; Does someone know if the VrAPI actually provides position information for the controller?
the check in the plugin is performed here:
Not sure if ovrControllerCaps_HasPositionTracking returns false for the GO controller and what Godot does with this information. Maybe it is up to the application to set the controller position relative to the head?
I think first would be to check if for the GO controller the returned value from vrapi_GetInputTrackingState(...
actually provides a position.
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[Edited after I realized that Oculus Go is not 6DOF...] Just to be certain on this - In the original reports above - In your Export settings what did you set for "Xr Feature" and Degrees of Freedom? I ask because the behavior you cite above sounds similar to the results I got (on Oculus Quest - slightly different animal) when I mistakenly omitted these settings in a new project.
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Hi @electronjoe, I did set up the project but with 3DOF and 6DOF, I can try and test 6DOF this evening
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I'll see if I can find some time this weekend to hook up my Go. I'm guessing the Oculus SDK expects us to position the Go's controller and only gives us orientation data. If thats the case I'll probably add some fixed positions in if we detects its a Go controller.
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Fixed by #114
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Related Issues (20)
- The controller positions do not handle world_scale correctly HOT 4
- Using GLES3 causes rendering issues with Blend Keys
- Integrate oculus audio spatializer HOT 11
- Build procedure error HOT 2
- Add use of pointer_pose into the demo HOT 1
- Add Oculus Quest 2 support
- Add support for the Oculus platform keyboard HOT 12
- Mobile Vulkan for Oculus Quest 2 ? HOT 2
- 64bit Android binaries for Oculus Quest ? HOT 3
- VR framework for Godot ? HOT 3
- Head transformation may be invalid
- Cannot download asset from AssetLib HOT 4
- GearVR oculus update required HOT 2
- Controller positions mishandle worldscale in versions since v3.0.1 HOT 2
- Just a friendly reminder that the version in the asset store is still 3.0.1 HOT 8
- ovr_display.get_supported_display_refresh_rates() returns only 60hz and 72hz on Oculus Quest 2 HOT 3
- Export APK works fine, but unable to run in Godot IDE: "No library set for this platform" HOT 1
- Lag between ARVRCamera and ARVROrigin when moving HOT 3
- Add support for Passthrough API HOT 3
- Meta Quest 2 HOT 1
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