Immerseum SDK: VR Simulator (version: BETA-0.9)
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ControllerManager Settings

The ControllerManager script exposes the following settings which are configurable within the Unity Editor:

Starting Position
This is the positon / posture in which your simulated controllers will start. Your options are:
Origin Simulates "dangling at your waist". They start at more-or-less waist height (lower if seated) and slightly forward of your player avatar's implied body. This slight forward simulation is because players rarely have controllers at rest when in a VR experience, and this lets you more accurately see where your controllers are when in simulation mode.
Origin Position

Origin Position

Forward

(default)

Simulates "resting on your desk/keyboard". They are at about torso-height and more substantially forward.
Forward Position

Forward Position

Reaching Simulates hands extended out from the shoulder.
Reaching Position

Reaching Position

Boxer Simulates a "puglist's pose" with the hands near eye-level, with one (the primary) hand higher and more forward than the secondary hand.
Boxer Position (Primary Hand: Left)

Boxer Position (Primary Hand: Left)

Prefab Uses whatever position automatically derives from the simulated controller's primitive (useful if you're using a custom prefab to simulate a controller).
Be Aware Be Aware

When using Play mode in Unity, your simulated controllers might seem really small or really far away. That's an artifact of how the SteamVR plugin and Oculus Utilities for Unity compositors render your VR scene to a regular (non-HMD) monitor. Basically, you're getting some "lens warping" effects when going from a stereoscopic view (in your HMD) to a non-stereoscopic view (on your monitor).

By design, the VRSimulator does not adjust for that so as to maintain positional, rotational, and scaling consistency with your actual VR scene. In other words, so long as you're positioning things relative to your simulated controllers, they should be positioned "properly" relative to your user's controllers when you're actually wearing an HMD.

Primary Hand
This determines which hand is positioned the furthest-forward when in Boxer position. It is also exposed programmatically, letting you give your player "handedness". Your options here are:
  • Left (default)
  • Right
  • Ambidextrous - both hands are treated the same
Controller Height Adjustment
This determines the distance by which the controllers should be offset relative to head height. This is a "magic number" used in downstream calculations - adjust with care! (default: 0.48)
Movement Speed
This determines the rate at which simulated controllers move when moving independently of the user's body. (default: 0.5)
Apply Colliders
If enabled, applies a Collider to the controller selected by Apply to Hand. (default: disabled)
You Should Know... You Should Know...

If Apply Colliders is enabled, you can set the same Collider properties as you would if you were attaching a Collider component to a GameObject. These properties will appear right below the "Apply Colliders" setting, and then be applied to whichever hand is indicated by the Apply to Hand setting.

Be Careful! Be Careful!
If you are using a Custom controller primitive, Apply Colliders and related settings will override any colliders that have been attached to your custom controller prefab.
Apply to Hand
Indicates which simulated controllers should get the colliders. Your options are:
  • Left - Only the left-hand controller will get a collider.
  • Right - Only the right-hand controller will get a collider.
  • Ambidextrous (default) - Both controllers will get a collider (with identical settings).
Apply Rigidbody
If enabled, applies a Rigidbody to the controller selected by Apply to Hand. (default: disabled)
You Should Know... You Should Know...

If Apply Rigidbody is enabled, you can set the same Rigidbody properties as you would if you were attaching a Rigidbody component to a GameObject. These properties will appear right below the "Apply Rigidbody" setting, and then be applied to whichever hand is indicated by the Apply to Hand setting.

Be Careful! Be Careful!
If you are using a Custom controller primitive, Apply Rigidbody and related settings will override any rigidbodies that have been attached to your custom controller prefab.
Apply to Hand
Indicates which simulated controllers should get the colliders. Your options are:
  • Left - Only the left-hand controller will get a collider.
  • Right - Only the right-hand controller will get a collider.
  • Ambidextrous (default) - Both controllers will get a collider (with identical settings).
See Also

Reference

 

 


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