Forum Discussion
Jose
12 years agoHeroic Explorer
What is proper sensitivity for 1:1 hydra movement?
I'm trying to get 1:1 movement for hydra controllers in Unity. So far, I've been eyeballing it, and I've settled for 0.00066 sensitivity for XYZ. But what is the "proper" sensitivity? How do I even...
CosbyTron
12 years agoHonored Guest
The sensitivity does seem to vary a little depending on your distance to the base station. I've also found the sensitivity is not the same along all 3 axes. Finally, and most importantly, players have different arm lengths and shoulder widths, so "1 to 1" is relative to the player, it's not a hard coded value.
For example, if one player's reach is 3 feet, you can set the sensitivity so the in-game character's arm is fully extended when the hydra has moved 3 feet from the shoulder. If their reach is 2 feet, but you've got the sensitivity configured for a 3 foot reach, then they will never be able to extend their arms fully in the game even when they have in real space, because they won't ever reach the full 3 foot extension. If you hard code for 2 feet, then a player with a 3 feet reach will overextend.
In Coz, I try to compensate for this by having the player place his/her hands at a few set points in space, fully extended in front, above, and each shoulder location. I derive the Z sensitivity from the distance between the shoulder and forward extension, the Y from the above extension, and the X from the distance between shoulders (I assume, in the code, that the shoulder width is half of the reach, otherwise the X values would be way off).
Also, and this is really important, whatever point in real space you use as a base reference (I use the shoulders) must also be the start location for the hand model in-game.
Hopefully that all made sense :-P. Whatever you go with, some form of calibration is definitely needed to get the most out of the hydra to compensate for different player sizes and base-station placements.
For example, if one player's reach is 3 feet, you can set the sensitivity so the in-game character's arm is fully extended when the hydra has moved 3 feet from the shoulder. If their reach is 2 feet, but you've got the sensitivity configured for a 3 foot reach, then they will never be able to extend their arms fully in the game even when they have in real space, because they won't ever reach the full 3 foot extension. If you hard code for 2 feet, then a player with a 3 feet reach will overextend.
In Coz, I try to compensate for this by having the player place his/her hands at a few set points in space, fully extended in front, above, and each shoulder location. I derive the Z sensitivity from the distance between the shoulder and forward extension, the Y from the above extension, and the X from the distance between shoulders (I assume, in the code, that the shoulder width is half of the reach, otherwise the X values would be way off).
Also, and this is really important, whatever point in real space you use as a base reference (I use the shoulders) must also be the start location for the hand model in-game.
Hopefully that all made sense :-P. Whatever you go with, some form of calibration is definitely needed to get the most out of the hydra to compensate for different player sizes and base-station placements.
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