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Handedness in VRInputDevice is too simplistic #49

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@leith-bartrich

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@leith-bartrich

I'm not a lefty, but I do expect my software to work well for lefties.

I should not be restricted to hard-coding an input mapped control to a left or right VRInputDevice.

I should be able to map to "Dominant" and "Non-Dominant" hand as well.

I should be presented with: Any, Left, Right, Dominant and Non-Dominant at a minimum.

You should allow the user in the editor to set their handedness. And in runtime mode, I should be able to set the handedness of the player programmatically such that I can expose it to them via UI.

One would expect Dominant and Non-Dominant maps to switch devices based on a change to the handedness. But that Left and Right will remain the same regardless of the player's handedness.

While considering this I'd consider other likely future needs.

I'd consider that you're not really tracking a hand at all. In the future, we're likely to have a tracked (anatomical) hand and also a tracked controller in that hand as separate things. Hierarchy and nomenclature should reflect this likely expansion of capability.

I'd consider accessibility here. Especially since VR is being adopted in the medical field. The assumption that these are attached to hands, is probably not a good assumption. It should be explicitly defined in the map rather than assumed by the map. Even if current VR hardware and SDKs don't allow this just yet.

I'd consider tracked objects and controllers that do not correspond to anatomy or correspond to alternative anatomy. A tracked keyboard. A tracked keypad on the wrist. Etc.

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