help me make my locomotion system work please!
I'm attempting to implement an Oculus Avatar (tracked hands, tracked head) which can also be moved by thumbstick movement. The player should be able to use either the thumbstick or roomscale movement to move his virtual body around the game world. I have it working well like so: OVRPlayerController OVRCameraRig Tracking Space OVRLocalAvatar except for one problem: As the player physically moves, the OVRPlayerController does not move with it, which essentially means you can walk away from your own body. How can I keep the OVRPlayerController following my OVRCameraRig?638Views1like0CommentsNative alternate locomotion solutions
I would love if at the native Operating System level, if the Meta Quest could support alternate locomotion solutions. Take the Kat Walk C2 (which yes, I do have one), if it could network directly to it via their Kat Nexus, you could then go controller free using hand tracking, and free walk in infinite space with your legs. The Kat Walk and your legs would now replace the thumbsticks. But open that up for ALL alternate locomotion solutions devices. Toggle the option “on”, then pick your type of alternate locomotion; in my case, an omnidirectional treadmill/slidemill, but other solutions as well. VR shoes where you march in place, and others. But whatever your locomotion solution, it would either replace or augment your controllers, and now all games natively are replacing my thumb sticks. It’s just a thought…