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Ability to provide varying snap handle transform info based on controller type #1268
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As I mentioned on Slack: We probably need a generic solution for per-SDK/headset settings. Someone wanted different activation buttons, and I'm sure there are other valid settings, too. |
What do you mean different activation buttons? You mean like on a pointer for instance at the moment you can say touchpad press activates? but you may want to say: vive = touchpad press |
The use case in Slack was teleportation:
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If it's only snap handles and button mapping I guess we're fine with this issue and #842. |
@bddckr yeah I think that other issue is how we solve that (who does it first, VRTK or xR Foundation Toolkit?!) |
Currently when applying a snap handle to a Interactable Object, it will only be at the correct orientation based on one controller.
However, the Vive wand in SteamVR is a different orientation to the Oculus Touch on home (and also different to Oculus Touch on SteamVR).
There needs to be a way that you can specify a snap handle but with different transform position/rotations based on the current controller being used.
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