Daniel Friesen

Results 336 comments of Daniel Friesen

@cameronoltmann The coordinate information given by OpenVR should be a matrix, which the Unity plugin should be turning into a transform. So each coordinate system/component position OpenVR exposes also comes...

@cameronoltmann If you had to vary your offsets on different controllers that would defeat the point of OpenVR having these points in the first place. The handgrip is defined by...

Well if someone does have a special case that's impossible to do with a standard coordinate component and fixed transform mount point. That suggestion I made for scriptable mount points...

To summarize, so far what we've discussed would probably look like this: * `GetControllerElementPath` or something similar should be updated to support per-SDK components/coordinate systems * Each SDK should be...

A more important question is what the purpose of supporting both is. Is it because you want to click in the editor game window, click in the spectator view, or...

As an example of one of the ways, H3VR once basically did this: https://youtu.be/c6s5q5ASKMY?t=3m18s

Realistically we could do both as separate options. Platform fallback wrapper is simple. Configuring a 3d loading area is more complex but looks better.

Sure. I was only thinking of non-additive loading. Forgot that sometimes additive loading can use a loading progress bar.

OculusVR appears to have its own compositor/overlay API. I wonder if there's any way to make it behave similar to the SteamVR api, overriding the view while we load. https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovroverlay/

> But, maybe allowing to import any private element may be dangerous, so I think it would be also useful to define a new option `allowAncestors`, which would allow to...