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Simple experiments with gamepad controls and VR

mrgreen72
Superstar
I thought I'd share some of the small experiments I'm making with gamepad controls. This is a WIP and nothing ground breaking or very exciting but it's I thought it would be as good a starting point as any for a discussion/collaboration on VR and gamepad controls.

*NEW UPDATE 2014-04-27*

This is based on SDK 0.2.5.

Ugly paste of the description from the readme file:

Simple experiments with VR and gamepad controls by Hugo Tremblay aka Mr.Green.

This has been made using the 360 controller on Windows.


*Press the Back button of the 360 controller to see the control options*

1 - Control Modes

You can cycle through the different control modes by using the left and right
D-Pad buttons of the 360 controller or the + and - keys of the keypad.


1.1 - OculusSDK

This is the default mode of the Oculus SDK. You walk in the direction you're
looking at.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.2 - FreeHead

This mode lets you look and walk in different directions.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.3 - FreeHeadLS

This mode is like the FreeHead mode with strafing and turning swapped to give full
control to the left stick.

Left analog stick: Walk forward/backward. Turn left/right.
Right analog stick: Strafe left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.4 - HeadStick

This mode lets you turn with your head when you're moving (walking or strafing).

When you turn your head past a configurable angle (default 20°) to either the
left or right, you beging turning at a configurable senstivity, much like an analog
stick.

You can freely look around normally when not moving.

Also, it assumes that if you're looking up 15° or more, you're probably looking
at something and will NOT turn.

This mode is requires good VR legs.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Free.
Left analog click: 180° turn.
Left trigger: Run.

1.5 - FixedAngle

This mode is probably very similar to what CloudHead's VR Comfort Mode. You
walk in the direction you're looking at but you can make broader turns using
the left stick, which turns in fixed increments (default 20°). The angle is
configurable.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right in fixed increments.
Left analog click: 180° turn.
Left trigger: Run.

1.6 - FixedAngleLS

This mode is identical to the FixedAngle mode except that it gives you full control
with the left stick and puts strafing on the right stick.

The strafing could be put as a button modifier or removed altogether, which would
leave the right stick free for a potentialy more useful role like a free gun aiming
mode for instance.

Left analog stick: Walk forward/backward. Turn left/right in fixed increments.
Right analog stick: Strafe left/right.
Left analog click: 180° turn.
Left trigger: Run.

1.7 - FixedAngleHead

This mode is a mix of FixedAngle and HeadStick.

When you turn your head past a configurable angle (default 20°) to either the
left or right, you will turn in that direction by that angle.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Free.
Left analog click: 180° turn.
Left trigger: Run.

1.8 - TurnButton

This mode lets the user set his orientation (walking direction) to where he's
looking at with the press of a button. Initiates a rotation by the delta
between the camera orientation and the "body" orientation. Both the camera and
the body rotate by the same angle, which lets the user recenter his head and have
the new orientation facing forward.

Kinda hard to explain, try it for yourself!

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right.
Left analog click: The Turn Button.
Left trigger: Run.


1.9 - TECHNOLUST

This mode has been demanded by Anticleric over at the Oculus forums for his game
TECHNOLUST.

It's meant as a very simple mode for newcomers. It lets you walk forward simply
by pressing the left bumper or X and goes in the direction you look at. Holding the
right trigger lets you look around freely when walking, and turns you to the
direction you're looking at when you release it.

It also has the FixedAngle functions on the analog sticks.

Left analog stick: Walk forward/backward. Strafe left/right.
Right analog stick: Turn left/right in 45° increments.
Left analog click: 180° turn.
Left trigger: Run.
Left bumper/X: Walk backward.
Right bumper/Y: Walk forward.
Right trigger press: Independent walking/looking directions.
Right trigger release: Sets the walking direction to the looking direction.


2 - Options

2.1 - "Blink" turning

Experimental function to alleviate discomfort while turning with a gamepad.

On [default]: The image goes dark while turning. Simulates the user blinking his eyes.
There's a "deadzone" which lets the user make very slight adjustments
without blinking.
Off [stock OVR SDK]: No change in the camera behavior while turning.

You can toggle this feature by pressing the right analog stick button on the 360
controller or by pressing CapsLock on the keyboard.

2.2 - Turn angle

Specifies by how many degrees fixed angle modes will turn.

For head controlled modes, this is also the angle you need to turn your head
to start turning.

Default is 20°. A minimum of 30° is recommended for the FixedAngleHead mode.

Home: Increases turn angle
End: Decreases turn angle.

2.3 - Smooth Turns

This applies to the automatic turning initiated by multiple functions: (Fixed angle
turns, 180° turns, Turn Button).

You can activate smooth turns if instant changes in the point of view when
turning are disorienting to you. Could cause motion sickness though.

On: The camera rotation is fast but perceptible.
Off [default]: Instant point of view change.

B button or ScrollLock: Toggle Smooth Turns.

2.4 - Turn speed

When using Smooth turns, sets the speed of the rotation in degrees/s

PageUp: Increases turn speed
PageDown: Decreases turn speed.

2.5 - Sensitivity

Analog stick and Head turning sensitivity (HeadStick mode).

PageUp: Increases turn speed
PageDown: Decreases turn speed.



Modified Tuscany demo - Windows - 64 bit

Unity package of the modified OVRPlayerController prefab - SDK 0.2.5
68 REPLIES 68

Anonymous
Not applicable
Does anyone have an updated version of this, unity 5.1? I would be willing to pay if necessary...i know its old, just a shot in the dark...

mrgreen72
Superstar
Working on it! 🙂

Anonymous
Not applicable
thank you!!

cybereality
Grand Champion
The Oculus Unity Utilities package includes a gamepad script that works on PC.

Anonymous
Not applicable
Hi,
Any updates on this? just curious, looking forward to experimenting with the different modes...
Thanks!

wheatgrinder
Explorer
"cybereality" wrote:
The Oculus Unity Utilities package includes a gamepad script that works on PC.


I use this and it works for me.

Im curious if Oculus is suggesting this is the most basic yet functional scheme? It does seem to meet all my needs easy enough.

Cyberreality, Can you comment on any AAA games in development that will use this default OVR scheme for the CV1 xbox one controller release?

cybereality
Grand Champion
I don't know specifically of what scripts any AAA developers are using (and I'm not sure I could talk about it if I did) but I don't see any problem with using the Utilities package in a completed game. That's what it's there for.

mrgreen72
Superstar
"HeadTrip" wrote:
Hi,
Any updates on this? just curious, looking forward to experimenting with the different modes...
Thanks!


Like Cyber said, the Oculus Utilities first person controller prefab works well enough and already has a "comfort mode" (god I hate stupid buzzwords) implemented using the gamepad's bumpers if that's what you're primarily looking for.

I'm [probably] still working on a more feature complete first person package which properly uses the latest Oculus Utilities but I can't promise you anything very soon. I'm going back and forth prototyping between Unity and UE4 these days (I'm still debating which one I'll use for my own game) and I'm only doing this in my spare time as I'm developing more mundane stuff for a living. 🙂

Anonymous
Not applicable
No worries at all, it was just for testing. I loved the demo of the differnet modes, excellent for really testing what certain people like. Ive been using the oculus controller and modified ufps with good results. Have you been able to get good results using a rigid body controller and comfort mode? Thats a tough one...i notice the oculus controller is non rigidbody.
Thanks