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Quest 1 wrong controller and ray offsets #5183
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Offsets might not be needed anymore. I don't have a Quest 1 to test. Can you try setting origin / direction to 0 on left and right and see if it makes a difference? |
It's definitely in oculus-touch-v2, setting rayOrigin origin/direction to 0 make the ray disappear. |
We're using grip space so those offsets should not be needed anymore. Change introduced by 88e8db1 |
@felixtrz we can get rid of those offset, can't we? Thank you! |
Here #5190 are the values I need for the currently used Quest 1 models. |
The Quest 1 controllers offset and ray offset are completely off when using laser-controls. Issue similar to Quest 2 that was fixed in #5141 by @felixtrz
npm run start:https
and open in the Quest https://192.168.1.x:8080/showcase/ui/I have no idea how to get the correct offsets to fix it.
It's been a long time this is like this, but I don't use laser-controls anymore in my projects, I'm using handy-work that is using the webxr-input-profiles information and models where I don't have the issue.
I created the issue so you are aware of it before releasing aframe 1.4.0. If somebody could look at it to fix it or give me some instructions how to get the correct values, it would be great.
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