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Peter Loef

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  1. I put my project on Github, since my screenshots and other attachments weren't moved when the forum was moved from Viveport to Vive: https://github.com/peterloef/ViveFocusVRTK @VictoryVR
  2. Hey Lak, 1. Yes, the controller is only 3DOF, while the HMD is 6DOF. 2. It is possible to move the controller in a rudimentary fashion, as Dario pointed out, you can use the arm model for that. I think there's an example in Unity, otherwise I think you can copy the Daydream implementation in GVR. And I believe the Focus manual also says something about this. It's not great, and not suitable for new users, but it does work. I've used the touchpad to move the controller forward and backward, making it somewhat possible to interact with things. But again, it's not great. 3. I read that the 2.0 firmware will support camera tracking of the 3DOF controller, enabling 6DOF as long as you look at it. This will undoubtedly work better than the solution described in point 2. But I'm sure it's coming "soon". Let's hope that's not in Valve time. Otherwise, the Finch Shift looks awesome, but I haven't been able to find anywhere I could order it. Kind regards, Peter
  3. And here's the [VRTK_SDKManager]. Kind regards, Peter
  4. I've attached a picture with my setup in a Unity scene. WaveVR under Daydream, head under WaveVR, WVR_CONTROLLER_FINCH3DOF_1_0_MC_R under WaveVR as well. And I've put the VRTK classes on Finch_3DoF_Controller_MultipleComponent_R. Normally you would use the RightController gameobject under VRTK scripts for that of course, which should also work fine. I couldn't upload two files, so I'll post the [VRTK_SDKManager] in my next post.
  5. Right, now that you mention it, I realise I did some stuff with that as well. I will look it up tomorrow and let you know! Kind regards, Peter
  6. From the description on the asset store page, it doesn't seem like VIU is anything like VRTK. Anyway, here are the files for VRTK 3.2.1, Unity 2017.3.0, that should make the Focus work with VRTK. Let me know if it works for you! Kind regards, Peter
  7. All right, I'll work on getting you that code tomorrow! And yeah, it sucks that VRTK probably won't have developers anymore soon :( Kind regards, Peter
  8. I did that a couple of months ago. I did it in Unity 2017.3.0f3, and I don't know if it will work in newer versions of Unity, but I did get VRTK to work. To do that I rewrote the VRTK Daydream SDK, and one of the core VRTK files, to prevent VRTK from checking for a valid VR SDK. I can give you my code if you want. Kind regards, Peter
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