Vive Wand Movement Speed Control
complete
Fiji
When using Vive Wands, you are locked to sprint. Would it be better if we could click the trackpad once to walk, or click twice to sprint?
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Aev
complete
Aev
Variable movement speed on Vive has been implemented as of v0.12.0p13, marking as complete.
k0rd
Please add an option to turn this off.
Shanie
This is currently in Beta! For those who have beta, please check it out.
Lhun
I would really, deeply prefer onward style movement. Headlook causes nausea for a lot of people. wand directed movement does not.
MehStrongBadMeh
Lhun: The feeling is mutual. Although, I highly doubt we will see movement controls of that level of sophistication in the near future in VRChat.
Zarniwoop
MehStrongBadMeh: Imagine being able to look over your shoulder when playing Steel and Gold? One day...
MehStrongBadMeh
Zarniwoop: I personally can't take games like Steel n' Gold and CTF in VRChat seriously with the crappy VRChat movement controls. When I am looking to play a game, I'd rather play a different VR game with better controls.
Lhun
MehStrongBadMeh: "onward style" movement isn't hard at all to implement actually. One other thing I shoud note is that it's bad on the trackpads to have to hold them down to move. I'm going to have to repair one of mine again.
they can do this: but it's recommended that Lerp-ing your rotation from current to wanted rotation - the below causes a bit of stuttering but it works.
Essentially you want to bind forward to a simple touch (not PRESS) of the top half of the trackpad to the direction you are POINTING your offhand - not your face. Do this once per frame, don't buffer movement input at all, and uncouple head and movement unless they are not activating the movement button so they can move normally in the play area. You can use the bottom half for "backwards" and only enable snap turning on a left or right actual press of the touchpad. There's no reason to use presses for anything movement related and they could be used for some other purpose that way. Same goes on oculus, replace touchpad with stick. You can also bind movement to something completely different, like, if you're pressing the offhand menu button or holding the grip. You only need 1 button really if you're okay with the user having to point the controller behind them, which is just fine most of the time.
using UnityEngine;
using System.Collections;
publicclassPlayerMovement : MonoBehaviour {
privatebool currentlyMoving;
privatefloat multiplier =0.01f;
Vector2 touchPos;
Quaternion controllerRotation;
// Use this for initialization
void Start () {
}
// Update is called once per frame
void FixedUpdate () {
if (currentlyMoving) {
// Rotating MovementController
transform.rotation =Quaternion.Euler(0, controllerRotation.eulerAngles.y, 0);
// Moving MovementController
transform.position +=newVector3(touchPos.x
multiplier, 0, touchPos.y
multiplier);}
}
publicvoid StartMoving(Vector2 touchCoords, Quaternion rotation) {
controllerRotation = rotation;
touchPos = touchCoords;
currentlyMoving =true;
}
publicvoid EndMoving() {
currentlyMoving =false;
}
}
Hagbard Celine
Lhun: Would be cool. But to be honest if I am just roaming around and don't play games I sit in a chair or the floor most of the time. But for CTF it would be a nice addition.
Lhun
Hagbard Celine: I'm standing nearly 100% of the time when I'm playing unless I'm actually sitting in the game, I know many vr users that do the same.
Torin Sockey
I always thought it would be cool to have locomotion control via arm swinging that way the usual movement controls could be used for making more jestures
Z
ZEON
but what about for people with broken vive controllers?
MehStrongBadMeh
ZEON: It strikes me as weird that people bring this up so often, considering I have never heard of other video games adding features to accommodate broken hardware. Regardless, if having crappy digital movement is considered to be important for these users, then it could always be implemented as a toggleable option.
Z
ZEON
MehStrongBadMeh: well yeah thats what i meant. an option to have touch locomotion on and off through the system menu or something. :/
Jelly Jones
Can you guys do this for turning too?
R
Ron
in progress
Kouki Elska
Honestly, I would prefer if they swapped (or had an option to swap) the controls for movement/turning with the controls for hand/finger gestures. I really get annoyed about always having my fingers go into some weird pose when I just want to walk or move a bit, and I have to keep pressing the trigger or side buttons to get my hands back to normal EVERY time. It really makes my fingers sore from it, because I have small hands and the controller feels big already.
MehStrongBadMeh
Kouki Elska: A change log on a previous updated stated that "Hand gesture should reset to default when user removes finger from vive pad [Community Request]". When I pressed them on the matter, they confirmed that, despite being in the change log, they never actually implemented the feature.
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