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0.8.0 laser-controls with Oculus Touch #3447

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PButcher opened this issue Mar 14, 2018 · 4 comments
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0.8.0 laser-controls with Oculus Touch #3447

PButcher opened this issue Mar 14, 2018 · 4 comments
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@PButcher
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When using laser-controls with Oculus Touch controllers the following effects are present:

  • Only the left controller is ever tracked (sometimes cases where it isn't tracked at all).
  • When both controllers are added, the right controller is attached to the left controller.
  • Supplying the controller with any custom raycaster properties stops the controller from being tracked, it just sits in its default position in the scene.
  • Occasionally the GearVR controller will be loaded in instead.

Here's a demo: https://codepen.io/PButcher/pen/GxoOBQ

As far as I can tell the oculus-touch-controls component is working just fine in 0.8.0.

I experienced this earlier when testing for #3445 and also when poking around for solutions to this super-hands issue: c-frame/aframe-super-hands-component#128

@niklasramo
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niklasramo commented Mar 14, 2018

I'm struggling with this same issue.

If you comment out this line: https://github.com/aframevr/aframe/blob/master/src/components/laser-controls.js#L17, the controllers will work as usual with oculus touch controls.

If I can come up with a more elegant fix I will create a PR for this, unless someone beats me to it 😛

@donmccurdy donmccurdy added this to the 0.8.X milestone Mar 21, 2018
@donmccurdy donmccurdy added the bug label Mar 21, 2018
@machenmusik
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Can someone check whether #3429 fixes this?

@machenmusik
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Confirmed via https://codepen.io/anon/pen/JLNRvx, if folks would like to double-check

@machenmusik
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Closed via #3489 (simpler replacement for #3429)

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