#Index Controller models not showing
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i believe this is expected and default behaviour
this is because of the change from VRTK to OpenVR
Controller models, and especially Index Controllers are definitely part of OpenVR, which is made by Valve
https://github.com/ValveSoftware/openvr/wiki/Driver-Render-Models
And OpenXR also has support:https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_MSFT_controller_model
We are not adding specific controller models back into the game. This is expected behavior
All versions of the game have the same controller model now, yes - this is how it’s been on PSVR & Quest for years and it’s nice to be able to say “look at the top of the puck colour in multiplayer for trigger activation” when needed.
The reasons to switch include:
- It gives us the ability in the future to choose a controller model that matches our game (maybe a futuristic power glove? A can of Synth Cola?)
- There are many, many non-mainstream controllers out there and they are always changing. IMO, showing the wrong controller is worse than using something different for all.
- Despite there being a “standard” you don’t always get information back from the device that is correct, and especially when there are abstraction layers in between for how players access the game. Again, showing the wrong model is worse than using something different.
As a content creator, I know that for content creation it makes it harder to calibrate mixed reality; but you get used to calibrating quickly. Same goes for the offsets - you get used to it if you use those too.
I don't mind the model change, and I'm excited for potential synth themed ones! One little bit of feedback is that the current one is really hard to see. When I put on my headset and try to pick up my controllers I have to feel around blindly on the floor because the model blends into the stage and I can't see it.