Forum Discussion
Crespo80
13 years agoExplorer
a cheap foot controller for intuitive hands-free movement
Aside from beautiful but costly omni directional threadmills or sliding surfaces, consumer VR needs a cheap and solid device to intuitively and effectively move our avatar character in game while leav...
Crespo80
13 years agoExplorer
"edzieba" wrote:
A pair of oversized dual-shock-style analog sticks and 'tank' controls may also be a viable method of 2D movement for seated play.
"PatimPatam" wrote:
Personally I think the best approach for seated play would be something similar to your last paragraph (the STRZ method), with WASD mapped to the left foot; but instead of using your right foot in a similar way to a laptop touchpad, i would use it in a similar way to a gamepad right analog stick (only left-right): so basically rotate your right foot clockwise to turn your avatar right and counterclockwise to turn left; the more you rotate the faster you turn. I guess this is what edzieba was referring to as well. Obviously we would need some sort of spring or force feedback to return the foot to the default steady position naturally.
The WASD movements are the simpler of course, so the real challenge is a convincing turning.
If the goal is to replicate the right thumbstick of a gamepad, I think the simplest and most intuitive method for everyone is to combine WASD and turning in a single unit like the proof of concept I made in the video (and of course there is the need of a proper return spring for turning and for WASD).
Separating WASD and turning IMHO is really a necessity only if we want to replicate the accuracy of a mouse, it's not so intuitive for the casual gamer who may prefer the first approach, but it will feel so good for the PC/hardcore gamer who is used to the keyboard/mouse combo and hates the gamepad approach :mrgreen:
Obviously, one has to try all the possible approaches, in order to find the best
"PatimPatam" wrote:
the only problem I see is that even if someone builds and sells some great and cheap standalone foot controller solution, it would be a hard sell for gamers (and developers) to have to buy/rely on 3 different inputs (rift + hydra + foot controller) in order to play VR.
This is not a problem at all, because the allowed movements of this type of foot controller are exactly the same of a standard gamepad! The game will think the inputs come from a gamepad, it's part of the beauty of this approach, as opposite to those methods who rely on a tracking webcam/kinect system that needs specific optimizations.
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