Hey, not sure how many of you were following my video threads on reddit but I was having issues with Touch tracking when making jumps- this was slightly remedied by making sure I had no USB 2.0 sensors but jumping still didn't feel right so I started looking at how I'm doing the triggers.
This small update makes it so the triggers are way more sensitive, but still depend on the value your triggers can produce so even glitchy triggers that don't get the full 0-1 range should have this work fine.
Main game:
- Made trigger more sensitive- this makes jumping feel better for both Vive and Touch users, it's pretty great.
- Added small arrow pointing out the forward direction of your playspace if you have center of room turned on. This makes it much easier for Touch users to find their forward direction and makes it easier to keep things aligned with that direction by rotating the playspace.
I do have to say that Touch users still have a slight disadvantage as of right now, it seems Oculus still has some minor glitches in their tracking to deal with, if these problems persist I'll look into assisting jumps for Touch users but it really only causes issues with very large jumps, which are generally avoided in most of the user created levels and all of the built in ones, unless the user tries skipping large chunks of levels.
