Malcolm Nixon

Results 72 comments of Malcolm Nixon

Unfortunately the code-base seems to have a few different standards for component names (and alas I'm guilty of a few of them). The following is the current list: - **XRTools"_CamelCaseName_"...

I was playing with this as best as I can _(I have a flakey VR controller at the moment)_, and I think there needs to be a common concept of...

I added a new issue https://github.com/GodotVR/godot-xr-tools/issues/120 to add a means for sharing state information. This would clean up the "is_sprinting" state, but would also be beneficial for other movement providers.

@teddybear082 I think splitting the turning from the direct movement is an excellent idea, and I'll get that one in first as it will simplify the next steps. I tend...

I believe you're just seeing the large startup delay while it converts the valve hand images (50MB of jpg and png images) into textures. I avoid importing the valve hand...

Godot-xr-tools is available on the asset library (2.5.0 as of writing this). Once imported I tend to make a player rig as follows: 1. Create a new PlayerRig scene inherited...

There's a reset_transform_on_pickup option on packable objects which let's you hold it by wherever the hand was when it was grabbed (referred to as precise-grabbing in some frameworks). I agree...

@teddybear082 could you confirm this works as desired, and if so close the issue.

The smooth turning is alas a bias from me - I prefer smooth movement, turning, and strafing as I find it easier to move in front of the test objects....

Turn movement is set for snap-turn by default, and the teleport demo shows off snap-turning. Many of the other demos are trying to show off physics-related movement which is already...