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Option to use index fingers to type instead of mallets #17
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We've also modified the system to use our laser-pointers instead of mallets too. You can make the keys work with almost any collider or raycast. In your OnColliderEnter or when Physics.Raycast returns true and gives you back the collider object, you...
This will work for any of the existing keyboard keys. We keep the keyboard on a specific layer so any object our raycast hits is guaranteed to be a key, but if you're putting this in something more generic, you should double-check that HitKey is non-null before you use it - objects that aren't keys won't have the Key behaviour. |
First of all, it is great asset! the example scene works really well. I added the VRKeys prefab in my scene and assigned the CenterEyeAnchor and added the OVRRaycaster to the canvas, also i disabled the mallets and set the layer of all gameobjects in the prefab to UI. |
Hello OptrixAU, Just like TecDesign, I want to make other items interactable with the keybaord. Seeing how you managed to do so, I was wondering if you could guide me/us. While I'm interested in the modificiations you made to make the laser-pointers work, I was wondering how I could do something similar to make my avatar hands interact with the keyboard to type on it. Best regards and thanks in advance. |
To hook it up for finger use, it looks like you may be able to do this:
Those components were designed to be able to be attached to other objects than just the example mallets, and for the mallets to be replaceable with custom versions that suit your game/app's needs. I haven't had a chance to try it out yet, and I've been hoping to find time to make some of these changes to VRKeys too, but let me know if that works and I'll try to dig in to see what else is needed if you get stuck. |
Hello lux, Sorry for my late response (took a weak off this project of mine), and honestly thank you for yours. I have tried to attach both the Mallet and Controller to many different objects which I thought could solve the issue (that being my hands not being able to interact with the keyboard) with no success so far; have already tried attaching them to all FingerTipPokeToolFinger items (see the lower part of the previous capture). The hand tracking elements in the scene are highlighted in the following image (their name are pretty much self-explanatory). How could I attach the Mallet and Controller controllers to the fingertips if they are not present in the scene? I've got the same problem when trying the very same thing on the virtual hands emulated by the Oculus Touch controllers (which are hidden within the "LocalAvatar" prefab). If you could guide me towards any fix, I would really appreciate it. |
@crodriguezouterelo did you find any other solution to this? also looking for a keyboard that i can interact with using hand tracking |
The basic idea is to just place gameobjects with simple colliders (SphereColliders, most likely) on the tip of the object you want to use to strike the key. Then on the object, you add a script that contains...
Basically, this says "If I hit something, get the Key component of the thing I hit. If it has one, call it.". That will press your chosen key. |
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