You should now have a libvrinputemulator.lib. Right-click on lib_vrinputemulator, and press Build.In lib_vrinputemulator's properties, add PlayspaceMover/third-party/openvr/headers as an include folder.(Right-click on the project and press Manage nuget packages.) Install boost, and boost-vc141 with nuget.You should get a Retarget Solution window where you can retarget the solution to the v141 toolset.Open PlayspaceMover/third-party/OpenVR-InputEmulator-1.3/VRInputEmulator.sln with whichever Visual Studio you have.You can find them here and here respectively. Ensure you have Visual Studio, and the Windows 10 SDK installed.Download and extract the latest OpenVR-InputEmulator source code zip from here to PlayspaceMover/third-party.Download and extract the latest OpenVR zip from here to PlayspaceMover/third-party.Download and extract glm-0.9.9-a2 from here to PlayspaceMover/third-party.(Download Zip on the top right, or use a git client to clone.) Git-clone and extract VRPlayspaceMover's source code.Restarting the application by closing it or pressing Ctrl+C will reset your playspace.Ĭompiling Instructions (Developers Only) Download Third-Party Librariesįirst we have to collect all the libraries that can't be grabbed using nuget.VR Input emulator likes to keep HUGE logs if you're on oculus (18+GB), set X:/Steam/steamapps/common/SteamVR/drivers/00vrinputemulator/bin/win64/driver_vrinputemulator.log to read-only to prevent this!.There's a couple more for Oculus that aren't listed because I haven't bothered testing for them! Oculus masks Button PlayspaceMover.exe -help for more help on bit-masks and other stuff! Bitmask Table (Don't override it!)ĭone! Double click on that shortcut to launch your configured playspace mover! Then append your desired button mask parameters to the "Target:" section. Then edit it's properties by right-clicking on it, and hitting properties. To make this change "permanent", you can create a new shortcut by right-click dragging it to your desktop. This also automatically enables -fakeTrackers. Sets your body height in meters, it uses this to calculate where to place your feet and hip trackers. If your game requires full body tracking, you can make PlayspaceMover spawn some fake trackers! The following options enable/configureĮnables and spawns fake trackers that follow your HMD around.Īlternative positioning scheme for the trackers Specifies which buttons you have to hold simultaneously on the right controller to toggle physics. Specifies which buttons you have to hold simultaneously on the left controller to toggle physics. If specified, disables ground collision (You probably should have gravity set to 0 if you use this tag.) How much force is applied when you try throwing yourself. How much force is applied opposing your velocity while in the air. How much force is applied opposing your velocity while on the ground. How much acceleration is applied to your y velocity every frame in meters per second. Physics will automatically be enabled anyway if you specify any of the options below though. Here's a list of some of the options, their defaults, and what they do. PlayspaceMover supports some basic physics! Click here for a video. This will set the menu buttons to move your playspace, and if you press both grip buttons simultaneously it will reset your playspace! Physics PlayspaceMover.exe -l 2 -r 2 -resetButtonMask 4 then press enter! This will set the A and X buttons to move the playspace, and if you press B and Y simultaneously it will reset your playspace! PlayspaceMover.exe -l 128 -r 128 -resetButtonMask 2 then press enter! Open a command line in the folder with PlayspaceMover.exe like so: I find the easiest way is to experiment using the command line, then set up a permanent config with a shortcut! This can be done through either a shortcut, or a commandline. You can change the default buttons by setting button masks in the options. PlayspaceMover can be configured to use different kinds of bindings, currently it only supports button presses.
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