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  1. #11
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    Quote Originally Posted by Rakku View Post
    It's strange... even following the SteamVR tutorial, nothing relating to the touch controllers seems to work. It picks up the buttons, but not the transforms for the controllers. The headset tracking is spot on though. I did have to make some changes that I found quite easily when I looked up the runtime error. I have SteamVR set up with my controllers, and they work fine normally. It seems to be Unity that's getting stuck somewhere.

    Graeme
    I wish I had a Rift+Touch so I could help. I have seen other developers be able to use it fine though. If it is anything like Vive, you have to attach custom model underneath each hand in SteamVR camera component, and disable the default Vive controller model.
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  2. #12
    Junior Member Rakku's Avatar
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    Quote Originally Posted by tosvus View Post
    I wish I had a Rift+Touch so I could help. I have seen other developers be able to use it fine though. If it is anything like Vive, you have to attach custom model underneath each hand in SteamVR camera component, and disable the default Vive controller model.
    I'll see what I can do. I'll almost certainly get in touch for some advice! I have contacted Steam also, to see what they may say. I have uploaded a new demo too, fixing loads of bits and bobs and adding a few things also. The details are on the top post.

    I'll give your theory a try, and see what happens too. I'd love to add SteamVR support.

    Graeme

  3. #13
    Junior Member Rakku's Avatar
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    Aquila is due to appear in the Gallery Apps section on the Oculus Store on the 25th January for the huge sum of US$5.99 ... of course I will still be adding to it after then.

    I'm rather happy!

    Graeme
    Last edited by Rakku; 01-20-2017 at 10:39 PM.

  4. #14
    Junior Member Rakku's Avatar
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    Quote Originally Posted by tosvus View Post
    I am running the 5.5 beta and had to change a few lines of code to make steamvr work properly (it worked but with 5.5 the graphics got really blocky). I can dig up the changes needed. I'm afraid I have only developed for Vive so far, so not sure if you will run into issues.
    I thought you might like to know I've almost got Aquila working in OpenVR. I have one lingering bug, where if I redefine the axes to use a gamepad on the Unity configure screen, then the touch thumb pad stops moving left and down but right and up is ok! Does that ring any bells with you? I'm using the steamvr libraries to read the controller. Be even better if the interface just used triggers and pointing, then it wouldn't matter! More time needed...

    Graeme

  5. #15
    Junior Member Rakku's Avatar
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    New demo just uploaded! http://www.aquila-bfs.com/download/

    I've made a few changes on the top post. Thank you!

    Graeme
    Last edited by Rakku; 02-07-2017 at 07:10 PM.

  6. #16
    Junior Member Rakku's Avatar
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    I've just uploaded a new version to the Store. It should show as 0.88, dated 19th February.

    Changes are:
    - Expanded Xbox controller tutorial, which covers basic flight, controls, view selections, in-flight menu, and a brief thermal soaring scenario.
    - Selectable VR views between 'behind the eyes', on the birds back, and a chase view.* This is with the LH shoulder button on the Xbox controller, or A on the RH touch controller.
    - In Easy mode, you get a bullseye to show you the good spot in a thermal.
    - Start in the air, and 'miracle' height options.* Miracle height works on the ground, and is when you hold 'Y' on the touch or Xbox controller for 2 seconds.

    Time to go to sleep...

    Graeme

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