#[On Hold] AccessibleTerminal

51 messages · Page 1 of 1 (latest)

rich onyx
#

Adds a clickable GUI to the ship terminal, which allows the player to 'build' full commands without a keyboard by inserting words into the player input.

While this mod was made primarily for accessibility purposes, it might be useful to anyone who simply doesn't like typing commands at the terminal, since it could be faster to click through terminal options.

Originally a fork of TerminalGamepad by secrecthide, but focused on mouse input rather than gamepad input.

https://thunderstore.io/c/lethal-company/p/pacoito/AccessibleTerminal/

#

@molten sapphire Here you go!

#

Took a little bit longer to fix everything that wasn't quite working, but it should be ready to use now.

#

TerminalMouse is built into the mod, and TerminalAPI is not required anymore (should probably be uninstalled in case there's issues).

livid ocean
#

if you could add LCVR support to this, it'd be a game changer

molten sapphire
#

That's insane thank you so much!

molten sapphire
#

I'm not sure if this is related but it asks for my favorite animal every time I access the terminal xD Not a major thing but wanted to say

rich onyx
molten sapphire
#

Yeah, but now it shows even after answering

rich onyx
#

Huh, weird. I'll try to release a patch tomorrow and look into why it would be resetting, but I guess for now you can use the on-screen keyboard to answer.

molten sapphire
#

Yep 😄

rich onyx
molten sapphire
#

Again, thank you so much

rich onyx
#

Happy to help, really. If there's any adjustments you'd like to be made I could change them pretty easily (like wider buttons, wider menu, etc.), planning on adding a configuration file for all that stuff, too.

livid ocean
#

you can ping me any time you need testing, i'd be happy to help

rich onyx
#

Do you have any other mods installed that could be causing issues?

#

(Also the submit button does work for that prompt, so you can answer with something like "Thumper" or "Hoarding bug", haha).

rich onyx
# livid ocean LCVR has its own virtual keyboard that you could look at <https://github.com/DaX...

Actually wait, have you had the chance to try out LCVR and this mod in-game? The keyboard might be in the way but there's a chance the buttons just work, assuming it functions like the main menu buttons and the camera is zoomed out a bit. Only thing I'd have to do in that case is stop the keyboard from showing up, whether patching it in my mod or opening a pull request for LCVR to add compatibility.

#

Mostly curious as to where exactly on the screen the terminal HUD is shown (if it's in your face or not), since another solution would be to convert it into an in-game object and place it statically in front of the terminal.

livid ocean
livid ocean
#

i can find you a video of how the terminal appears in VR real quick

#

this shows how the terminal works right at the start, timestamped

rich onyx
#

Although actually, on second thought, it'd probably just be in your face in that case...

livid ocean
#

i think it is also important to still allow the keyboard to render, in case you still need to input something manually

rich onyx
#

Yeah, true.

#

The keyboard is from the Mixed Reality Toolkit, by the way. I think probably the best way to do it would be spawning in a prefab visible by the VR camera, and see if that's interactable, otherwise I'd have to redo the entire HUD using the buttons from the Mixed Reality Toolkit library.

#

It's something I can test, fortunately, I just need to be able to see the HUD as an object (rendered by another camera), and hopefully that's interactable in VR by the rays (should not be too difficult to implement if that's not the case).

#

Thanks for taking the time to test, though!

livid ocean
#

for sure, like i said if you need help testing anything feel free to ping me

rich onyx
#

Currently planning on adding configuration options and supporting a couple specific mods that I use (TooManyEmotes and Lategame Upgrades), and once that's ready I'll start migrating to uGUI, which will allow it to be rendered in the world for VR.

rare mist
rich onyx
#

Yeah, if I can recreate the current GUI button generation but with uGUI, everything else should work just fine, but I'm mostly focusing on config and some mod support since it'll benefit both mouse users and VR users (in the future).

#

Good to know about TrackedDeviceGraphicRaycaster though, I assumed the raycasts worked similarly to a mouse cursor, and that buttons would just simply work.

rare mist
#

Yeah this is the only thing I do to make the main menu work properly (besides positioning it in world space ofc)

rich onyx
#

I'm probably just gonna check for LCVR and change it to a TrackedDeviceGraphicRaycaster if it's installed then, ideally having it mostly separate from what's needed for mouse input. 🤔

rare mist
#

Yeah if the canvas uses normal stuff like buttons (or basically everything that supports TrackedDeviceGraphicRaycasters) it'll work fine in VR (as long as the canvas itself is placed in world space)

#

The checking if LCVR is installed will change a bit when 1.2.0 gets released since in that version there's a handy dandy API call VRSession.InVR that can be used to see if the player is using VR

#

I've seen other mods only check for the existence of the VR mod which would prevent flatscreen users from using their mod if they're not in VR

rich onyx
rich onyx
rare mist
#

It should release relatively soon, still got a few bugs to work out and a video to make but that shouldn't take too much longer

rich onyx
#

Yeah, no rush, it'll still take me a bit to figure out how to get it working for VR in the first place.