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Quest 1 wrong controller and ray offsets #5183

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vincentfretin opened this issue Dec 14, 2022 · 5 comments · Fixed by #5190
Closed

Quest 1 wrong controller and ray offsets #5183

vincentfretin opened this issue Dec 14, 2022 · 5 comments · Fixed by #5190

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@vincentfretin
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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

  • A-Frame Version: master Dec 7, 2022 threejs r147
  • Platform / Device: Meta Quest 1 on latest OS Version 47.0.0.282.341.428237303, Meta browser 24.4.0.22.60.426469926
  • Reproducible Code Snippet or URL: 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.

@dmarcos
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dmarcos commented Dec 14, 2022

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?

https://github.com/aframevr/aframe/blob/master/src/components/oculus-touch-controls.js#L60

@vincentfretin
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It's definitely in oculus-touch-v2, setting rayOrigin origin/direction to 0 make the ray disappear.
But first I'm trying to set the correct modelPivotOffset and modelPivotRotation
For modelPivotRotation new THREE.Euler(-Math.PI / 4.5, 0, 0) seems ok, now I'm tweaking modelPivotOffset by trial and error trying to match the system controller when I press the home button.
For now for the left I put modelPivotOffset: new THREE.Vector3(0.005, 0, -0.037) but not quite matching in y.
Is there a simpler way to find those values? This is too time consuming to test that by trial and error.
Moreover with handy-controls I have a perfect match between the system controllers and in VR. Maybe we should compare the two different models used here.

@dmarcos
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dmarcos commented Dec 23, 2022

We're using grip space so those offsets should not be needed anymore. Change introduced by 88e8db1

@dmarcos
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dmarcos commented Dec 23, 2022

@felixtrz we can get rid of those offset, can't we? Thank you!

@vincentfretin
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Here #5190 are the values I need for the currently used Quest 1 models.

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2 participants