You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Dependant on the following issues being completed: #13#14
Motion controls and hand gestures are the 2 primary ways that users interact with XR headsets.
Support for these control input varies across different headset manufacturers, with some supporting only hand controls (Apple vision pro), only motion controls (Valve index), or in the case of modern headsets such as Meta quest 3, both. For headsets that support both hand tracking and motion controls there is also the possibility of using both control inputs simultaneously.
For developers it is likely they will want to utilise both methods for maximum compatibility of their XR software application across different headsets.
To simplify the Tres XR developer workflow of utilising either/both regardless of which are supported on the target device, and be confident the available relevant controls will be utilised I suggest implementing a MixedControllers component.
The MixedControllers component would contain an a single instance of both the HandsController component and the MotionControllers component. These contained components by default will automatically be enabled/disabled based on the presence of device support. With the addition of advanced props to further tweak the constraints of controls based on environment this will also allow the same component to be used for more device specific application where explicitly enable specific controls is desirable.
The text was updated successfully, but these errors were encountered:
Dependant on the following issues being completed: #13 #14
Motion controls and hand gestures are the 2 primary ways that users interact with XR headsets.
Support for these control input varies across different headset manufacturers, with some supporting only hand controls (Apple vision pro), only motion controls (Valve index), or in the case of modern headsets such as Meta quest 3, both. For headsets that support both hand tracking and motion controls there is also the possibility of using both control inputs simultaneously.
For developers it is likely they will want to utilise both methods for maximum compatibility of their XR software application across different headsets.
To simplify the Tres XR developer workflow of utilising either/both regardless of which are supported on the target device, and be confident the available relevant controls will be utilised I suggest implementing a MixedControllers component.
The MixedControllers component would contain an a single instance of both the HandsController component and the MotionControllers component. These contained components by default will automatically be enabled/disabled based on the presence of device support. With the addition of advanced props to further tweak the constraints of controls based on environment this will also allow the same component to be used for more device specific application where explicitly enable specific controls is desirable.
The text was updated successfully, but these errors were encountered: