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zweihander11 avatar zweihander11 commented on July 19, 2024

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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NeoSpark314 avatar NeoSpark314 commented on July 19, 2024

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:

has_position_tracking(controller_state.remote_capabilities));

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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electronjoe avatar electronjoe commented on July 19, 2024

[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.

Screen Shot 2020-02-09 at 4 27 15 PM

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djbailey avatar djbailey commented on July 19, 2024

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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BastiaanOlij avatar BastiaanOlij commented on July 19, 2024

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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m4gr3d avatar m4gr3d commented on July 19, 2024

Fixed by #114

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