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AppGameKit Classic Chat / Question regarding my VR game features

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Mobiius
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Posted: 19th Mar 2016 01:34
Ok, I have a question about a feature in my Zelda game.

Should I keep the option to connect a mobile device (to provide head tracking inputs) to a PC (to use it for inputs).

Basically, as my VR code is based on Cheds VR example he posted, I wanted to know if anyone would like how he implemented VR to remain in my game. Now I have a bluetooth controller (which are cheap enough to buy for people who want them), I no longer need to use a PC to stream a usb joypads input to a mobile device to control the game in VR mode.

Is it something people would want supported, or should I just stick to using one device to play the game?

My thoughts are this.

Removing input streaming makes my the head tracking subsystem much much simpler, and allows for multiplayer VR.
Keeping it supported would prevent multiplayer VR, potentially removing a cool unique selling point. (And I'd really like to beat IBM to the punch!)
hakimfullmetal
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Posted: 19th Mar 2016 03:20
Let it run only on a single device please.

Keeping constant WIFI connection to PC heats up the phone too much. And eats up battery.

Or make connection to PC as an option. But make it run only on smartphone by default.
Digital Awakening
AGK Developer
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Posted: 19th Mar 2016 13:45
If you use only wireless controls you could make it so the player can stand up and look around to navigate. Instead of being tied to a desk. I have tried this and I think I prefer this method. But it might be a bit weird if there is too much action. Also not something that you can play on a bus.

One thing to consider is that few players actually own any controller except for consoles. Having a PC connection as an option enables people to play on a keyboard and mouse. However, few people have equipment to use their phone for VR anyway so this might be a very minor issue. Also, making sure that the game works with a controller should be prioritized and it might not be suitable for keyboard later.
hakimfullmetal
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Posted: 19th Mar 2016 15:46
Maybe we can utilize the magnetic switch instead of controllers. Might have to be creative with the implementation though.

I also saw a lot of the plastic VR google carboard goggle comes with a bluetooth controller. I tried the bluetooth contollers and they heat up the phone slightly less than WIFI to PC.
I'm always afraid that my phone will heat itself to cinders, so keeping heat down is my priority. Especially Xperia Z series, they're notorious for heating up.

Maybe we can include the option to use PC keyboard as a last resort if the player didn't have bluetooth controller, or if the VR goggle doesn't have magnetic switch.
Mobiius
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Posted: 19th Mar 2016 16:35 Edited at: 19th Mar 2016 16:37
I was thinking of supplying bluetooth controllers with each copy of the game?
Would be a good pre-order bonus, or kickstarter tier perk?

My VR headset doesn't have the magnetic switch, plus will AppGameKit support it?
Digital Awakening
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Posted: 19th Mar 2016 16:47
What is the magnetic switch?
Mobiius
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Posted: 19th Mar 2016 22:37 Edited at: 19th Mar 2016 22:38
Google cardboard has a little magnet in a switch on the side of the device that you use as input. (Because obviously you can't touch the screen when it's encased in plastic.)

Click here for a Google image search showing this.
Digital Awakening
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Posted: 20th Mar 2016 12:56
Ah, that's what that is for. The cheap one I bought didn't have one. What kind of input does it give?
hakimfullmetal
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Posted: 20th Mar 2016 13:05
The switch has a little magnet, so everytime you move the switch, the magnetic sensors in smartphones will be skewed from its original state.

It's up to the coders on deciding what kind of effect that would have on anything.
For example, in Google demos, when the magnetic sensor skewed and returned to its original state, it counts as a click in-game.
Digital Awakening
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Posted: 20th Mar 2016 15:53
Quote: "The switch has a little magnet, so everytime you move the switch, the magnetic sensors in smartphones will be skewed from its original state.

It's up to the coders on deciding what kind of effect that would have on anything.
For example, in Google demos, when the magnetic sensor skewed and returned to its original state, it counts as a click in-game."


Ah, that's how it works. Yeah, I would make that as a click. Point with the center of the screen and just a button to confirm. That's just so much faster and accurate than point and hold.
hakimfullmetal
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Posted: 23rd Mar 2016 10:42
Holding also seems to work well with, for example, choosing things in a menu. We center the crosshair to the menu, and hold the switch for about 1 second.

But the problem is, some VR Goggle also uses magnet to hold the components together. I used that.
I *think* that magnet would probably mess with the magnetic sensors, so I didnt do anything with the sensor yet.
I guess I'll depend on Mobius to try out the magnetic sensors command haha

GetRawMagneticX()

Also, different phone had its magnetic sensor at different location. So one type of goggle would not work with every phone.
My phone for example had its magnetic sensors near the back. I had to swipe an external magnet near the back for the sensor to pick up.
Mobiius
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Posted: 23rd Mar 2016 14:02
AGK does have magnetometer commands.

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