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Removed tracked-controls dependencies and replaced them with adding the component when a controller is detected. #287

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merged 7 commits into from
Jan 21, 2021

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fordacious
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@fordacious fordacious commented Jan 15, 2021

Should enable generic controls. Previously the tracked-controls dependency would be added before generic controls and thus it would NOT set its controller properties when the controller was detected. Moving the tracked-controls addition to an event allows generic controls to set its properties, and thus the controller is correctly tracked.

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dmarcos commented Jan 17, 2021

Thanks for the quick turnaround. Do you have a demo hosted somewhere to test this? What device is used to test?

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I tested locally with hp reverb controllers on moonrider

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dmarcos commented Jan 20, 2021

@fordacious Thanks! We should add support for hp reverb on A-Frame itself. A new hp-reverb-controls component similar to oculus-touch-controls. If you're motivated and have some bandwidth PR would be super welcome. You now know the intricacies of the controllers support. If you can't or not interested I'll do it at some point and maybe ask you to test because I have no access to an hp reverb. Thanks so much for the patience and persistence.

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dmarcos commented Jan 20, 2021

One more nit

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I'd be down to add hp reverb as a separate PR.

@dmarcos dmarcos merged commit 4c425e2 into supermedium:master Jan 21, 2021
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dmarcos commented Jan 21, 2021

Thanks!

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dmarcos commented Jan 21, 2021

I'd be down to add hp reverb as a separate PR.

@fordacious Adding support for reverb on A-Frame should be easy. This is what we have to do.:

  1. Copy oculus-touch-controls into a new hp-reverb-g2-controls component.
  2. Adjust profile name
  3. Adjust button mappings
  4. Copy Reverb models to the assets repo
  5. Adjust model url
  6. Adjust model part pointers and button animations and highlights

Thanks so much for looking into it. I've been meaning to add support but procrastinated since I don't have access to a device.

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