VR Add-on: Unintended navigation when using Valve Index #93509

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opened 2021-11-30 13:10:02 +01:00 by Peter Kim · 8 comments
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Apparently the (grip?) sensors on the Index controllers trigger navigation even when the user is not meaning to activate them (i.e. the hand is in a relaxed position).

This may be because the input threshold for the sensors is too low and/or a different input binding should be used for the navigation action (i.e. /input/squeeze/force instead of /input/squeeze/value).

The issue should be resolvable by simply modifying the bindings in the VR Scene Inspection add-on. The following two patches offer potential solutions to be tested: P2626, P2627.

Apparently the (grip?) sensors on the Index controllers trigger navigation even when the user is not meaning to activate them (i.e. the hand is in a relaxed position). This may be because the input threshold for the sensors is too low and/or a different input binding should be used for the navigation action (i.e. `/input/squeeze/force` instead of `/input/squeeze/value`). The issue should be resolvable by simply modifying the bindings in the VR Scene Inspection add-on. The following two patches offer potential solutions to be tested: [P2626](https://archive.blender.org/developer/P2626.txt), [P2627](https://archive.blender.org/developer/P2627.txt).
Peter Kim self-assigned this 2021-11-30 13:10:02 +01:00
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Added subscribers: @muxed-reality, @dr.sybren

Added subscribers: @muxed-reality, @dr.sybren
Peter Kim removed their assignment 2021-12-07 07:05:57 +01:00
Sybren A. Stüvel was assigned by Peter Kim 2021-12-07 07:05:57 +01:00

Patches P2626 and P2627 have the same content, so I'll just test P2626.

Patches [P2626](https://archive.blender.org/developer/P2626.txt) and [P2627](https://archive.blender.org/developer/P2627.txt) have the same content, so I'll just test [P2626](https://archive.blender.org/developer/P2626.txt).
Sybren A. Stüvel removed their assignment 2021-12-07 10:33:52 +01:00
Peter Kim was assigned by Sybren A. Stüvel 2021-12-07 10:33:52 +01:00

Master branch @ 5cad004d71 + patch is a huge improvement over what I saw with 3.0 alpha/beta (don't know which version I tried exactly, sorry). It's much more usable this way. I still don't like the "grab the controllers to grab the world" approach, though. It's really nice when you're actually using it, but when you don't use that style of navigation, it requires you to open your hands and let go of the controllers all the time. For a moment I couldn't find out why the sticks didn't work, only to realise they were fighting the "squeeze" controls.

As a final usability remark, it would be super nice if somehow the "Auto Depth" functionality of mouse navigation was to be incorporated into the VR controllers. It would be super nice to have the joysticks speed up & slow down depending on how close you are to your model. Just a thought though -- the above "hands must always be open" issue is way more important to me.

UPDATE: I changed /input/squeeze/value to /input/squeeze/force and that made all the difference. It makes it possible to hold the controllers normally and still use the other controls, solving the issue I described above. Lowering the threshold from 0.8 to 0.5 makes it even nicer, as you can then use a more subtle squeeze.

Master branch @ 5cad004d71 + patch is a huge improvement over what I saw with 3.0 alpha/beta (don't know which version I tried exactly, sorry). It's much more usable this way. I still don't like the "grab the controllers to grab the world" approach, though. It's really nice when you're actually using it, but when you don't use that style of navigation, it requires you to open your hands and let go of the controllers *all the time*. For a moment I couldn't find out why the sticks didn't work, only to realise they were fighting the "squeeze" controls. As a final usability remark, it would be super nice if somehow the "Auto Depth" functionality of mouse navigation was to be incorporated into the VR controllers. It would be super nice to have the joysticks speed up & slow down depending on how close you are to your model. Just a thought though -- the above "hands must always be open" issue is way more important to me. **UPDATE**: I changed `/input/squeeze/value` to `/input/squeeze/force` and that made all the difference. It makes it possible to hold the controllers normally and still use the other controls, solving the issue I described above. Lowering the threshold from `0.8` to `0.5` makes it even nicer, as you can then use a more subtle squeeze.
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@dr.sybren Thanks for testing!
Great that /input/squeeze/force with a threshold of 0.5 works (actually P2627 did this, but with a threshold of 0.8).
I'll commit a fix and add it to the 3.0.1 candidates (#93479).

Regarding the "Auto Depth" functionality, that would be a nice option and can be added in the future.

@dr.sybren Thanks for testing! Great that `/input/squeeze/force` with a threshold of `0.5` works (actually [P2627](https://archive.blender.org/developer/P2627.txt) did this, but with a threshold of `0.8`). I'll commit a fix and add it to the 3.0.1 candidates (#93479). Regarding the "Auto Depth" functionality, that would be a nice option and can be added in the future.

This issue was referenced by blender/blender-addons@183f92c7d5

This issue was referenced by blender/blender-addons@183f92c7d5fa96dbb017dd383fbd0994bf94a3b0

This issue was referenced by blender/blender-addons@c60fef3817

This issue was referenced by blender/blender-addons@c60fef38175ad989ee0c45e924cb27e1417c8667
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Changed status from 'Needs Triage' to: 'Resolved'

Changed status from 'Needs Triage' to: 'Resolved'

Ah yes, I overlooked that difference -- we need diff diffing :P

Thanks for the fix!

Ah yes, I overlooked that difference -- we need diff diffing :P Thanks for the fix!
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Reference: blender/blender#93509
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