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Allows retrieval of the Oculus primary controller id #111

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merged 1 commit into from
May 26, 2020

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m4gr3d
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@m4gr3d m4gr3d commented May 26, 2020

For the Oculus Go, the primary controller is always the connected controller since there's a single one.
For the Oculus Quest, the primary controller is the one whose buttons (asides from the grab button) were pressed last by the user.

@m4gr3d m4gr3d added the enhancement New feature or request label May 26, 2020
@m4gr3d m4gr3d added this to the 2.0.0 milestone May 26, 2020
@m4gr3d m4gr3d force-pushed the expose_active_controller_api branch from 09ba14e to 47b6438 Compare May 26, 2020 18:29
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Looks good to me. Do you know if there is some documentation on how the Oculus SDK decides which controller is "the most active"?

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m4gr3d commented May 26, 2020

Looks good to me. Do you know if there is some documentation on how the Oculus SDK decides which controller is "the most active"?

Their documentation is slim (search for VRAPI_ACTIVE_INPUT_DEVICE_ID in that file), but from experimentation, it matches the description I've added:

For the Oculus Go, the primary controller is always the connected controller since there's a single one.
For the Oculus Quest, the primary controller is the one whose buttons (asides from the grab button) were pressed last by the user.

@m4gr3d m4gr3d merged commit 0c746c0 into GodotVR:master May 26, 2020
@m4gr3d m4gr3d deleted the expose_active_controller_api branch May 26, 2020 20:04
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