Archalais Posted December 1, 2017 Share Posted December 1, 2017 Why not use the starting code which tracks feet and hip placement that is supplied by Vive in combination with a device that keeps you in one place? I know the second part of that is a somewhat difficult engineering problem when faced with ergonomics and immersion but hear me out. Most treadmills now use sensors to interface with gamers as if it was a controller. This limits the number of VR games that these can interface with since not all of them can use a controller. However, all room-scale VR games do use the coordinate tracking with the lighthouses (duh). So here's the suggestion. With vive trackers on your feet, calibrate the distance the tracker is from the floor when your foot is in contact with it (similar to how some games calibrate height). The floor "plane" is already calibrated from room setup. Now when your foot is in contact with the floor and it slides along the floor plane it grabs and moves the coordinate plane. Visually similar to how you would click and drag on your pc. This would movement would cause the relative position of the HMD to change thus moving you in whatever game environment you are in the same way you would move in normal room-scale but without your physical self moving. A potential issue would be the chaperone walls being moved with the plane. This can be solved by having a duplicate floor plane that simply is the room plane and the plane that is grabbed and moved be the plane that the game cares about. If anyone has any thoughts of other issues or any suggestions, please let me know. In the future I may look into developing this more myself, but currently transitioning from college to a full-time job. Link to comment Share on other sites More sharing options...
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