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- Steam VR support added with sliders for power, duration & frequency. I tested it on steam VR on a oculus device and it was ok, actually better than the oculus version. Should in theory work on all steam vr devices. If it doesn't work on your device let me know and i'll take another look

- Oculus - added vibration duration slider for more control and to somewhat simulate a force-field/constant vibration (requires impact treshold to be set to 0 and the character to have a bit of movement like my recent aedoll plugin or other idle movement plugins, if the model stays rock solid it won't work, needs a bit of physics to happen constantly). Vibration power slider is not as good as on steamvr with oculus, I think there's some limitation to that oculus library or i haven't figured it out yet how to do it properly


HOW TO USE

1.A. SteamVR: add SPQRHaptics.SteamVR.dll as plugin to the scene or session
1.B. Oculus: add SPQRHaptics.cslist as a plugin to the scene or session

2. The very first time you add the new version it might require to hit Reload script, i didn't look into that bug yet and i think it's still happening


NOTES

- had to compile it as a dll for steamvr in order to include Valve.VR, couldn't figure out how to do it as a normal vam script, i think it might not be possible

- for other developers, i included the source code for the dll in the var too, feel free to modify it and build more stuff with it. It's a bit of a mess and i took shortcuts, compiling & testing was as annoying as I imagined it would be, had to restart vam for each build, so I ended up leaving everything in a single file and quite messy


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