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@@ -275,7 +275,7 @@ the same script, so it doesn't matter which you use first. With ``VR_Controller.
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var teleport_raycast
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# A constant to define the dead zone for both the trackpad and the joystick.
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- # See (http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html)
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+ # See https://web.archive.org/web/20191208161810/http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
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# for more information on what dead zones are, and how we are using them in this project.
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const CONTROLLER_DEADZONE = 0.65
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@@ -564,7 +564,7 @@ First, let's go through all of the class variables in the script:
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* ``CONTROLLER_RUMBLE_FADE_SPEED``: A constant to define how fast the VR controller rumble fades.
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* ``directional_movement``: A variable to hold whether this VR controller is moving the player using the touchpad/joystick.
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-.. note:: You can find a great article explaining all about how to handle touchpad/joystick dead zones here: http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
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+.. note:: You can find a great article explaining all about how to handle touchpad/joystick dead zones `here <https://web.archive.org/web/20191208161810/http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html>`__.
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We are using a translated version of the scaled radial dead zone code provided in that article for the VR controller's joystick/touchpad.
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The article is a great read, and I highly suggest giving it a look!
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@@ -705,8 +705,6 @@ First this function gets the axes for the trackpad and the joystick and assigns
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Then ``trackpad_vector`` and ``joystick_vector`` have their deadzones account for. The code for this is detailed in the article below, with slight changes as the code is converted from
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C# to GDScript.
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-.. note:: You can find a great article explaining all about how to handle touchpad/joystick dead zones here: http://www.third-helix.com/2013/04/12/doing-thumbstick-dead-zones-right.html
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-
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Once the ``trackpad_vector`` and ``joystick_vector`` variables have had their deadzones account for, the code then gets the forward and right direction vectors relative to the
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global transform of the :ref:`ARVRCamera <class_ARVRCamera>`. What this does is that it gives us vectors that point forward and right relative to the rotation of the user camera,
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the :ref:`ARVRCamera <class_ARVRCamera>`, in world space. These vectors point in the same direction of the blue and red arrows when you select an object in the Godot editor with
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