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fusemanyt
10 years agoHonored Guest
Navi: A New Open-Source VR Input Sol. using your smartphone
Hey guys,
I wanted to share a project I have been working on for the last couple months. I call it Navi and it is an open source input solution for virtual reality that converts your smartphone or tablet into a controller. Take a look at the video to see it in action.
https://www.youtube.com/watch?v=32SZAMq16QY
For those interested in developing for it, check out the github repo to fork the code:
https://github.com/vmohan7/Navi
I wanted to share a project I have been working on for the last couple months. I call it Navi and it is an open source input solution for virtual reality that converts your smartphone or tablet into a controller. Take a look at the video to see it in action.
https://www.youtube.com/watch?v=32SZAMq16QY
For those interested in developing for it, check out the github repo to fork the code:
https://github.com/vmohan7/Navi
4 Replies
- konstantin_lozeExplorernice! How do you link the head vs slingshot rotation i.e. how do you determine whether you turned or only looked in a direction (your shoulder pivots in the first case and not in the second)? It is possible to have similar rotation-only scheme even with a gyro mouse, that enables also mobile support, see here https://www.youtube.com/watch?v=fbV1rUXUFXI
- fusemanytHonored GuestSo, the head and slingshot are not actually linked together. I send the gyro data of the phone to the PC and so when I rotate in my chair both my head and the phone are rotating (and thus affecting their IMU's) so I can update them independently. However, if I am siting still and I just rotate my head, then since the phone did not move in physical space, the virtual object does not move either.
- konstantin_lozeExplorerOk, then I must be misunderstanding something. I guess that since you only have rotational data, you will pivot the the slingshot around a specific point in the Unity coordinate system depending on its rotation. In my case, since the default scenario is right hand, I had to put that ppint near the character's shoulder/elbow, which is to the right of the character's vertical axis. However, I see that you hold the phone in front of you with both hands, so your pivot point is in the center of the character, so you have no such complication.
- fusemanytHonored GuestCorrect, I am rotating about the camera in order to achieve this effect. I am assuming the case your talking about is the video you posted, which is a bit more complicated I think because you would have to move the virtual camera in order to make sure your gyro mouse stays on the screen.
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