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Custom Home Mapper (Oculus Quest)

Build your own customized VR home and play multi-roomscale minigames! · By CuriousVR

Wall mapping doesn't work.

A topic by andybak created Dec 23, 2021 Views: 158 Replies: 2
Viewing posts 1 to 3
(1 edit)

Hi. I am really struggling with the current wall mapping method. Bugs aside, the concept is fundamentally flawed as setting a corner blind offers no visual clues as to where the starting point is in 3d space (the old "small or far away?" problem.)

It would be much easier if you could move a wall once drawn as you'd then have better visual clues.


Another suggestion would be a workflow such as:

1. Click on the wall in two places to define a plane
2. Adjust the left and right extents with the controller

Step 2 could even be done automatically to some extent (just find the 2D point of intersection with the previous wall)


Have you considered open sourcing the code and keeping the minigames as your special sauce? I'm sure other people would love to help with the core UI.

Developer

Hey!

first of all, take a look at this:

https://gfycat.com/babyishwelltodoape

that's a meta dev working on the oculus SDK. these features are all coming to the quest eventually, probably sooner than later. they introduced 'spatial anchors' in the latest unity sdk, this can replace my anchor system entirely. Am willing to bet there will be a 'setup your home' official release, replacing my own setup entirely.


That being said, i'm still interested in refining my own system. Just a few points to clarify (I'm not totally understanding your issue) :

Are you using the new 'thumbstick to move the edit point' function? that got added in the most recent build, previously users had to physically move to each corner and click at the actual location (you couldn't move edit point). You dont need to move anymore with the thumbstick/distance adjuster, but I also realize this messes up the sense of depth and leads to less accurate placement. i think this is partially what you are talking about?

And, just to check, you have firmware v34 or 35, and can see passthrough, right? Wall placement was certainly a lot harder in the olden days, when we couldnt actually see anything around us and had to peek through the nose gap/feel around blindly for positions.


Assuming these issues are related to the thumbstick adjuster, I think i have a few ideas for how to make this better. Agreed, a feature that allowed you to simply adjust the wall positions a bit while you are laying them down would be helpful.

hmm

Yes. I'm on latest everything with passthrough working.


It's the thumbstick placement that I'm struggling with. I never used the "old" way but when I move to each corner and place a point things are much better but there's one corner i can't physically get to.

And then i struggle to close the loop. It seems really sensitive to the exact placement and i end up with three micro walls just trying to click on the starting point.

My ideal workflow would be to really roughly set the walls out and then adjust them until it looked right.