06-20-2018 05:34 PM
03-25-2019 11:58 AM
04-05-2019 04:57 AM
04-05-2019 06:15 AM
Schneider21 said:
My company just bought 2 Gos for us to work with, and one of the first things I noticed was the touch pad issue. Exactly as described in this thread, with it working fine except for the top quadrant. The issue is present on both controllers, but much more pronounced on the one.
How is there no word on this after all this time? It's actually making me pretty nervous for the Quest hardware, after I was nothing but excited for it before.
04-05-2019 08:41 AM
motorsep said:
I doubt Go controller will be fixed, since the target audience for it is not (even core) gamers.
04-05-2019 08:44 AM
04-08-2019 01:24 PM
Tolin93 said:
I don't know if this helps anyone, but for my game I decided to use click + touch vector for linear movement, with the touch vector checking for presses 0.5f to the right, -0.5f to the left and -0.65 down. Then if none of those are detected but the trackpad is still clicked - I assume that's a forward click.
It's not the best of solutions, since you can still click on the edges of the touchpad and get a click but not a touch input - But at least that's workable as opposed to the forward direction just randomly not working.
Of course this makes the touchpad more of a D-pad; But it's working fine as movement input. Thought I'd share.
Still doesn't solve the fact that the touchpad is pretty much useless of anything like vertical swiping etc. Or situations where you want to use the touch input without clicking.
05-20-2019 05:40 PM
Schneider21 said:I honestly don't understand how this could have gone unnoticed before launching, and why it hasn't been pointed out by any of the VR enthusiast sites reviewing the Go.
motorsep said:
Swiping works fine, using d-pad press works fine.. The only thing that doesn't work fine is directional d-pad presses, which aren't used anywhere by default (not in Home, not in Store, not in Oculus apps)
Thank you! this picture will help us a lot
jonnystrong1 said:
Is this likely going to be fixed, or should I move on and change my level design? I made this little graphic to show the best workable control scheme ive got so far.
05-20-2019 07:57 PM
Tolin93 said:
jonnystrong1 said:
I thought of that as well but am using the touch pad click for a jump function.
You figure something as basic as this would work. I notice if you wet your finger a bit the response is better, and re centering the controller seems to work.
Seems i will have to tell the users of my game to stop and recenter the controller if they cant move forward. Hope that doesn't happen at a critical point.
My workaround might actually work decently for Tore.
This is based on the OVRPlayerController but the logic is extremely simple and easily adaptable. Just swap out the bold for your own movement code and see how it runs. Like I mentioned, it's not perfect - but at least you always have working movement in all directions.
Vector2 primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad);if (OVRInput.Get(OVRInput.Button.PrimaryTouchpad)){if (primaryAxis.y < -0.65f)MoveThrottle += ort * (moveInfluence * Vector3.back);else if (primaryAxis.x < -0.5f)MoveThrottle += ort * (moveInfluence * Vector3.left);else if (primaryAxis.x > 0.5f)MoveThrottle += ort * (moveInfluence * Vector3.right);elseMoveThrottle += ort * (moveInfluence * Vector3.forward);}
05-23-2019 04:35 AM
05-24-2019 09:11 AM
immersivecreative said:
Hi,I have the same problem, it's quite frustrating, I manage to minimize this failure with the following:
Foward: if (OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad).y > -0.85f
Back: if ( OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad).y < -0.85f
I must say that in my game, I almost always have to move you forward, very rarely backward.