Comments (7)
I merged #1 which might help!
from aframe-super-shooter-kit.
I just tried it on my Quest. It's working, but, the guns are pointing up/parallel with the handles on the Quest Controllers. Not pointing forward like a normal gun. More like a lightsaber.
from aframe-super-shooter-kit.
I see. For Touch controllers, need to rotate the meshes to match. Usually, we have a controller.js file that detects the controller type and makes any necessary adjustments (mesh rotations, raycaster directions). Won't get around to updating until maybe next week, but you can rotate the controller or shoot direction for now?
from aframe-super-shooter-kit.
I can rotate the controller and shoot the creatures. Just feels off at the moment.
from aframe-super-shooter-kit.
The A-Frame version used in the example is outdated.
The latest version of A-Frame has a much more stable oculus-touch-controller that recognizes and fixes the orientation of the Oculus Touch Gen 2 controllers.
Here's an edit of the supercraft example with the latest A-Frame
from aframe-super-shooter-kit.
The example uses TWEEN.js, which is no longer included in new A-Frame releases and was replaced with the animation component, so this would require more work than just adding a new version of A-Frame...
from aframe-super-shooter-kit.
Decided to use the old A-Frame version and keep the Tween code.
Manually setting the orientation offset of the controller works, probably breaks CV1 controller orientation though.
from aframe-super-shooter-kit.
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from aframe-super-shooter-kit.