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[Gear VR] Bluetooth Controller Issues (for Mobile VR Jam)

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    #16
    Hey JJ.

    Thanks so much for getting back to us!

    I've made those changes here and while it does get the Samsung EI-GP20 going, unfortunately it appears to break the Right Thumbstick of my generic controller (Red Samurai) that worked previously. We've swapped one non-functioning controller with the other.

    Is there a solution that gets the Right Thumbstick working across all controllers?

    Thanks!

    - Dave
    Latest Demo, Turtle VR: http://www.turtlevr.com
    Mobile VR Jam 2015 Entry: Circumpaint
    VR game, Here Come The Dead: http://www.herecomethedead.com/
    Main web site: http://www.gnometech.com/

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      #17
      Not an easy one, which is why I haven't checked any of this in

      We need to go out to the Java layer and figure out the exact name of the controller and then map that to our native code controllers and figure out which mapping to use. It's doable, but a bit ugly.

      See this as a reference for the basics of what needs to happen:

      https://chromium.googlesource.com/ch...dMappings.java

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        #18
        Just wanted to say thanks to JJ. Thanks! Tested with Dave's fork and working, although speed of rotation is pretty turbo!

        Anyone know if the Oculus judges will have the default Samsung gamepads? Sounds like this patch might bork other pads and its within the realms of possibility that the judges might have Moga instead of the Samsung EI-GP20.

        I'll post over at Oculus and see if I can get any clarification. if I can't I think I'm just going o go for it and hope for the best.

        Funny really. Having the right stick makes testing much easier (especially when testing without the GearVR headset in developer mode). That said part of me thinks that keeping right thumb stick disabled forces end users to rotate in their chairs/in real space. Using the stick definitely breaks presence a bit - as one would expect.
        My Gear VR app got through to the Oculus Mobile Jam 2015 finals. Hurray!
        Check out the latest video and download the installer by visiting:
        The Curator's Mini-Museum of Natural History - http://imnh.org (Built with UE4)

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          #19
          You should be able to adjust rate of rotation, either on the player or pawn, can't remember which. One thing we do is we only allow yaw control by default. Pitch doesn't feel very good for most cases.

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            #20
            Thanks for the tip JJ. I was able to change the Base Turn rate on my player slow things down.
            My Gear VR app got through to the Oculus Mobile Jam 2015 finals. Hurray!
            Check out the latest video and download the installer by visiting:
            The Curator's Mini-Museum of Natural History - http://imnh.org (Built with UE4)

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