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Thanks so much. This is the correct approach! Well done. I left a comment in the PR of the models. |
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| /** | ||
| * Rotate the trigger button based on how hard the trigger is pressed. | ||
| */ | ||
| onButtonChanged: function (evt) { |
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Note. animate trigger and buttons on press if possible. If model is prepared for it.
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Would you be willing to accept the hp-mixed-reality-controls without button animations initially, and then add button animations at a later time? That way Reverb G2 users will at least have a usable experience, rather than being stuck unable to use most a-frame apps.
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Thanks for sticking with this. Much appreciated. Have you checked if virtual and real controllers align? When integrating new controllers I test alignment by wearing headset and peeking inside / outside quickly to make sure the virtual and real controllers align? |
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Yes, the latest commit adds a position and rotation offset which aligns the model to both the WMR controller display and to the physical controller (at least within the margin of error allowed by the G2 tracking) |
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Thank you! |
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Description:
Adds the Reverb G2 controller as a supported controller
From #4823 (comment)
Additional Changes Needed: