Homepage › Forums › General vorpX Discussion › Sugg: Use Vive wand/Rift touch as mouse pointer
- This topic has 13 replies, 7 voices, and was last updated May 13, 2020 11:49am by Harro.
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Jan 9, 2017 at 7:36pm #124684OvoParticipant
The trackpad is a bit cumbersome to use as a mouse in menus, so it’d be nice if the Vive controller motion could be used to move the mouse around. It would be mapped to translation on vertical plane or rotation, I don’t know what would be best. There would be an action to activate it, that we would bind to one of the buttons.Something like this…
It would also let us free up the trackpad currently used for mouse, for mapping more keys and stuff.Jan 11, 2017 at 9:52pm #124766RalfKeymasterThat will definitely happen, I just can’t say when yet.
Jan 12, 2017 at 6:00am #124776ji3200Participantit would be awesome if Touch and Vive controller motion sensor works in game just like using Nintendo Wii controller mod. I was hoping you would add those feature on the last update. Anyway thanks for supporting.
Jan 12, 2017 at 11:35am #124780RalfKeymasterWhile this is useful in menus, inventory screens etc., it doesn’t really make such sense during actual gameplay in the majority of games, hence it’s not highest prority. Providing a controller mode that works well during actual gameplay was – I believe for obvious reasons – more important.
Jan 12, 2017 at 11:55am #124781OvoParticipantWhile this is useful in menus, inventory screens etc., it doesn’t really make such sense during actual gameplay in the majority of games
Well, even as camera control, it will be a lot more comfortable than swiping the trackpad.
Jan 12, 2017 at 12:10pm #124782RalfKeymasterThat was one of the very first things I did with the Vive wands. My personal feelings as well as tester’s feedback in the end was largely negative about it though, so it was ditched.
The thing is that you most of the time move/rotate the controllers one way or the other while you are playing, but also most of the time you don’t actually want that translated into camera rotation in the game.
If you have one controller that works this way during normal gameplay, you have to hold it very still most of the time just for the sake of being able to rotate the camera with your wrist instead of your thumb. Far more lost than gained, since you aren’t able to fake sword swings or wielding a gun anymore with that controller without causing unwanted camera movement.
This was tested heavily, and in the end there were a lot more reasons not to do it than to do it.
Jan 12, 2017 at 2:29pm #124783OvoParticipantMy idea was to only activate it when pressing some button like a grip, or even on trackpad touch, which I thought would avoid unwanted movements. Is it what you tested?
> you aren’t able to fake sword swings or wielding a gun anymore
Hm, ok, I don’t do that, but controller movement could be on the secondary hand, letting you fake wielding with your main one; movement is set on the left hand in most games anyway. While for menu navigation there could be a (stand-alone) mouse pointer mode for the main hand, auto activated when in edge peek mode?Jan 12, 2017 at 3:11pm #124785RalfKeymasterThat was also done as a kind of “aim-mode” during testing, and eventually not implemeted since testers found it mostly disorienting. Personally I found it quite neat, but on the other hand it doesn’t add that much, so in the end the disorientation argument won. It also complicates button mapping. One button less for other things.
There was a thread here about exactly that a few days ago where I asked whether someone maybe wants that as an option. There were only three answers in favor of it. With you that makes four. You may believe it’s great, but honestly, twisting your wrist in the end is not really better than using your thumb, it’s just different. Maybe that option will come, maybe not.
As said above, it makes sense for menus, inventory screens etc. and will come for that eventually, probably linked to EdgePeek like you suggest.
Jan 15, 2017 at 12:33pm #124893OvoParticipantRight, I got carried away. Hand-controlling the cursor in edge peek (and virtual cinema) is what matters.
Mar 9, 2019 at 10:12pm #180109GeraldParticipantHey Ralf,
i’m new to VorpX and so far i really love it!
Is there any update conc. using the wand as a mouse-pointer? I would really like to play point and klick adventures in cinema-mode, while only using the oculus go wand, instead of having to fumble with my gamepad. It would also be great for games like Gorogoa.
Best regards,
Gerald
Mar 11, 2019 at 7:52pm #180177VRified GamesParticipantI would love the option too
Could do it like controller profiles
For instance
Another option for controller input
KB/mouse, controller, off, and Motion controls
I think a button press to activate mouse look is the best approach to avoid unwanted movements in game
But yeah, Wii/switch style motion controls for sword swing, melee, and precision aim would be a welcome optional extraextra
Oct 1, 2019 at 5:45am #188101nyshotgun05ParticipantHey Ralf,
Just wanted to know if there’s any way to get the index controllers to be used as a mouse?
Thanks
Oct 1, 2019 at 11:56am #188112RalfKeymasterNot by pointing with it, but per default the right stick serves as mouse.
May 13, 2020 at 11:49am #194634HarroParticipantIs this something that might get implemented because there are allot of games that require allot of mouse movement. Just to name a few. XCOM, SC, Total war, Baldur’s Gate and a ton more. The joystick mouse works but compared to just pointing and clicking it’s really awkward.
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