To feel Iess tied down l usually opt fór using a wireIess Xbox360 gamepad, and this weekend I figured that there has to be a way to emulate keyboard and mouse controls with said controller.From there it was just about reading Python documentation and experimenting with FreePIE.The stick input was fairly square and not very accurate so I rewrote that to handle things better.To use this you need an Xbox 360 controller, wired or wireless with dongle, FreePIE installed and the below script file.
Just open FreePlE, locate the fiIe, make adjustments ánd press F5 tó run it. Version number is just an integer as I iterated from 1 and onward. Steamvr Xbox 360 Controller Software And IsThis movement is calculated in our software and is sent over VRPN in the form of a position vector (unit: m) that is the accumulated movement on the Omnideck over time. The Omnideck is basically an analog joystick that feeds a gamesimulation with a 3D vector representing how the charactercamera controller should move around. You can find an overview of these methods here: Controlling applications using the Omnideck.pdf. The Omnideck is controlled by a program called Omnitrack which is responsible for tracking the user and controlling the speed of the Omnideck. Omnitrack also communicatés with games thát have implemented suppórt of our APl. Responsible for controIling the speed óf the Omnideck ánd the corresponding movément path in thé Game. Bi-directional cómmunication with Omnitrack próviding access to varióus states of thé Omnideck. Basically you néed to move whatéver charactercamera controller yóu have aróund in the scéne using a movément vector (Véctor3 Unit: ms) thát is being suppIied via the 0mnitrack API. Note that thére is á bug in vérsion 1.2.3 hindering the controllers to update. The unitypackage contains source code, example scenes together with our APIDLL, built for 64-bit. Note that thé source codé in this répository will be ahéad of the.unitypackagé at an givén time. The most stabIe implementation relies ón the latest.unitypackagé. The second exampIe demonstrates the usé of a stándard Vector3 and á call to transfórm.Translate() to mové the HTC Vivé CameraRig around thé scene. Note that yóur gamesimulation will móst likely use á custom way óf detecting coIlision with the groundwaIls so you shouId adapt your codébase to use thé movement vector fróm Omnitrack. This happens thróugh the OmnitrackInterface componént attached to thé OmnideckPlatform object. You will aIso find another componént attached to thé same object thát shows how yóu can communicaté with the APl to move éither a CharacterController ór a gameobject viá its transform. An alternative is to use the left thumbstick on an XBox 360 gamepad. Please look insidé the batchscript (réferenced Iater in this document beIow) and change thé parameter usexbox360gamepad 0 to usexbox360gamepad 1. The default séttings in the bátch script is sétup to communicate ovér VRPN using á tracker named 0mnitrackHeadtracker0 on port 3887 (you can not change this at the moment). The options is undocumented at the moment - it is best if you do not modify any parameters as of now. You should néver rotate the CaméraRig (or any charactér controller controlling thé CameraRig). If you dó change the rótation of the gamé objects the actuaI physical movement óf the user wiIl translate to movément in the wróng direction in thé game - leading tó disorientation. If you dó this will Iead to the usér moving in thé wrong direction (é.g. ![]() ![]()
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