Skip to content
This repository has been archived by the owner on Sep 7, 2022. It is now read-only.

Events & tight binding to THREE.ViveController (or ability to prevent bindViveController) #89

Open
patricknelson opened this issue Jul 24, 2017 · 1 comment

Comments

@patricknelson
Copy link

Unfortunately there's already another controller out in the wild that's getting some use that happens to unfortunately use the same name as the original THREE.ViveController demo code: https://github.com/msfeldstein/three-vive-controller

So far I've been able to workaround this issue by allowing it to proceed with binding but simply adding getGamepad() to my own extension of that class like so:

	getGamepad() {
		return navigator.getGamepads()[this.controllerId]
	}

The only issue now for me is that I cannot disable my own laser pointer without some rigmarole (or duplication of code that's already running). I'll submit another issue for that since I think that should be separate.

@patricknelson
Copy link
Author

Following up: I just realized I could use guiInput.visible to resolve the conflict between my existing laser and the one setup by dat.guiVR 👍

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.
Labels
None yet
Projects
None yet
Development

No branches or pull requests

1 participant