Oculus Rift Support in T3D Part 2
by PhoenixGames on Jun.12, 2016, under Software and Games, Tutorials
I have finished integrating the Oculus Rift with T3d.
In order to get rotation properly working I needed to add the bind command:
“moveMap.bind(openvr0, “opvr_sensorrot0″, OVRSensorRotAA);”
To config.cs, in addition to default.bind.cs.
I also needed to specify “Rift headphones” as the audio device in the T3D options dialog. It may also be necessary to specify this in the SteamVr options as well.
The feeling of presence and immersion in the world is incredible, even in a simple scene.
Currently, the control system is setup to rotate the player character using the Rifts head tracking sensor. The analog stick moves the player forward and back, and will also rotate the player left and right (it can be quite difficult to turn all the way around in game, particularly when seated).
A useful command that I am using is:
$OpenVR::HMDRotateYawWithMoveActions = true;
This allows the gamepad to be used to rotate the player character, in addition to the Head Mounted display, although the side strafing ability is lost. This isn’t an issue, since side strafing is not a realistic action anyway, and is is more common in FPS games rather than virtual world games.