Native 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…Using a mouse and micro controller to send X and Y data to Quest 2/ Quest controller, how do I even?
Hey! So, I know very basic C++/Arduino and I can easily make a sketch that takes the values X and Y of the mouse and apply them to [for example] a couple of servos. My question is how do I communicate/send those values to the Quest and interpret them to locomotion? I figured that since the Kat-walk slide-mill can send data to the quest and be recognised as locomotion, I should be able to do something similar. 🤔 I plan on using a ESP32 micro controller for the built in Bluetooth to hopefully keep it wireless. Any help is appreciated.755Views0likes0Commentshelp 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?627Views1like0CommentsLocomotion technique that integrates best with positional tracking
Most people agree that natural walking using positional tracking offers the highest presence while not causing any vection-induced VR sickness. But because tracking space is limited, users need to switch to an alternative locomotion technique (ALT) to navigate beyond the confines of available tracking space. The majority of these ALTS are controller activated and include methods such as full locomotion/teleportation/vehicle movement. Because controller based ALTs require little physical effort to be activated while large distances can be travelled quickly, it has been suggested that users may adopt a "lazy gameplay" style where they abandon the use of positional tracking input altogether, leading to a lower presence. Rather than exclusive focusing on developing ALTs that minimize VR sickness, it seems better to focus on exploring ALTs that integrate best with positional tracking and that do not cause users to abandon natural walking input. My research lab did a study on the usage of ALTs in conjunction with positional tracking (see paper). Participants had to complete a navigation task that involved traveling to a waypoint that lied outside the tracking space and then one or two random waypoint were generated that lied within the tracking space that users could walk to and participants repeated this sequence 40 times. When using full locomotion (directional navigation) using a controller we found that users abandoned natural walking input and adopted the controller as their primary locomotion method. Because switching from leg based input to hand based input requires a significant context switch with a high cognitive load, we also evaluated using walking-in-place (WIP) (which closely mimics walking) as an ALT. Surprisingly, when using WIP with positional tracking, participants did not abandon natural walking. Participants also found the use of WIP to offer a higher presence while not causing any VR sickness. Another benefit is that WIP leaves both hands free (useful when playing an FPS with tons of enemies). Here's a video showing our legomotion locomotion solution. Feedback/suggestions appreciated.997Views0likes1Comment