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Think about two controllers mechanism #901

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daoshengmu opened this issue Dec 19, 2018 · 4 comments
Closed

Think about two controllers mechanism #901

daoshengmu opened this issue Dec 19, 2018 · 4 comments
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enhancement This issue is a new feature or request Needs Design Attention design team P3 Backlog UX Issue relates to UX
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@daoshengmu
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We would expect more and more 6 DOF controller headsets will join to the market, so we should think about how to use two controllers to do selection and point.

Possible Solution

  1. Both of this two controllers are allowed to do selection and show the light beam simultaneously.
  2. Only one controller has the ownership. When one controller is pressed a special button, it will take the ownership, then, starting to do selection and showing its light beam model. The other controller only shows its model and can't do anything.
@avrignaud
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@thenadj Another 6DOF design consideration to think through - how we use multiple 6DOF controllers, with additional buttons and functionality.

@thenadj
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thenadj commented Dec 19, 2018

@daoshengmu @avrignaud Absolutely! Also resizing and moving windows can be much easier that way.

@philip-lamb philip-lamb added UX Issue relates to UX Needs Design Attention design team enhancement This issue is a new feature or request labels Mar 4, 2019
@philip-lamb philip-lamb added this to the v1.3 milestone Mar 4, 2019
@philip-lamb philip-lamb added the P3 Backlog label Mar 4, 2019
@jvonitter jvonitter self-assigned this May 16, 2019
@jvonitter jvonitter modified the milestones: v1.3, v1.x May 21, 2019
@larsbergstrom
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Use of dual controllers for text input (as is now the default in Oculus and clearly was influenced by "hands" support) is the #1 complaint in the Oculus user feedback forums.

@bluemarvin
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Fixed by #2936

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Labels
enhancement This issue is a new feature or request Needs Design Attention design team P3 Backlog UX Issue relates to UX
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