Maniphest T93509

VR Add-on: Unintended navigation when using Valve Index
Closed, Resolved

Assigned To
Peter Kim (muxed-reality)
Authored By
Peter Kim (muxed-reality)
Nov 30 2021, 1:10 PM
Tags
  • Virtual Reality
Subscribers
Peter Kim (muxed-reality)
Sybren A. Stüvel (sybren)

Description

Apparently the (grip?) sensors on the Index controllers trigger navigation even when the user is not meaning to activate them (i.e. the hand is in a relaxed position).

This may be because the input threshold for the sensors is too low and/or a different input binding should be used for the navigation action (i.e. /input/squeeze/force instead of /input/squeeze/value).

The issue should be resolvable by simply modifying the bindings in the VR Scene Inspection add-on. The following two patches offer potential solutions to be tested: P2626, P2627.

Revisions and Commits

rBA Blender Add-ons

Event Timeline

Peter Kim (muxed-reality) created this task.Nov 30 2021, 1:10 PM
Peter Kim (muxed-reality) reassigned this task from Peter Kim (muxed-reality) to Sybren A. Stüvel (sybren).Dec 7 2021, 7:05 AM
Sybren A. Stüvel (sybren) added a comment.Dec 7 2021, 10:18 AM

Patches P2626 and P2627 have the same content, so I'll just test P2626.

Sybren A. Stüvel (sybren) reassigned this task from Sybren A. Stüvel (sybren) to Peter Kim (muxed-reality).EditedDec 7 2021, 10:33 AM

Master branch @ rB5cad004d716d + patch is a huge improvement over what I saw with 3.0 alpha/beta (don't know which version I tried exactly, sorry). It's much more usable this way. I still don't like the "grab the controllers to grab the world" approach, though. It's really nice when you're actually using it, but when you don't use that style of navigation, it requires you to open your hands and let go of the controllers all the time. For a moment I couldn't find out why the sticks didn't work, only to realise they were fighting the "squeeze" controls.

As a final usability remark, it would be super nice if somehow the "Auto Depth" functionality of mouse navigation was to be incorporated into the VR controllers. It would be super nice to have the joysticks speed up & slow down depending on how close you are to your model. Just a thought though -- the above "hands must always be open" issue is way more important to me.

UPDATE: I changed /input/squeeze/value to /input/squeeze/force and that made all the difference. It makes it possible to hold the controllers normally and still use the other controls, solving the issue I described above. Lowering the threshold from 0.8 to 0.5 makes it even nicer, as you can then use a more subtle squeeze.

Peter Kim (muxed-reality) added a comment.Dec 7 2021, 12:13 PM

@Sybren A. Stüvel (sybren) Thanks for testing!
Great that /input/squeeze/force with a threshold of 0.5 works (actually P2627 did this, but with a threshold of 0.8).
I'll commit a fix and add it to the 3.0.1 candidates (T93479).

Regarding the "Auto Depth" functionality, that would be a nice option and can be added in the future.

Peter Kim (muxed-reality) closed this task as Resolved by committing rBAc60fef38175a: Fix T93509: Unintended navigation on Valve Index.Dec 7 2021, 1:16 PM
Peter Kim (muxed-reality) added a commit: rBAc60fef38175a: Fix T93509: Unintended navigation on Valve Index.
Sybren A. Stüvel (sybren) added a comment.Dec 7 2021, 2:17 PM

Ah yes, I overlooked that difference -- we need diff diffing :P

Thanks for the fix!

Philipp Oeser (lichtwerk) added a commit: rBA183f92c7d5fa: Fix T93509: Unintended navigation on Valve Index.Jan 11 2022, 10:45 AM