Oculus Navigation

Hi @jan @wojtek, Are there plans to introduce controllers to the navigation for headsets like Rifts / Quest?

We use both and like how things are set up within Shapespark for VR, but find the gaze based selection & navigation not particularly intuitive.

In the Oculus general navigation you point the controller ‘beam’ / ‘laser’ at something and pull trigger to select it.

I understand that the gaze element is there to work for cardboard or headsets without controllers, but as more headsets have controllers that work well these days a visible controller selection ‘beam’ would work much better.

Hope I have explained myself well enough.

Thanks

Njay

ps, no pressure, but do you have a revised ETA for next update?

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Hi @njay,

Thanks for the feedback.

Yes, we are thinking of adding the possibility to point things with controllers instead of gaze. We’d like to allocate time for this in the nearest months, but I cannot give a precise ETA for this at this moment.

As for the release, we’re finalizing the last remaining details and plan to roll out Shapespark 1.16.0 early next week, hopefully on Monday.

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Thx @wojtek. If you need any testers with Rift S or Quest when you work on it, feel free to ask.

Look forward to the next release when it comes. Thx as ever.

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Hi @wojtek hope you guys are all well. Have you got the the point to select option on your roadmap yet for Quest / Rift S?

We are working on a project where using shapespark would be perfect, but we need a point and click option, so can’t use it for that project at the moment. Object triggers with this functionality would be killer.

Thanks
NJay

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Hi @njay,

We’re currently focused on releasing the meetings feature, and unfortunately pointing with VR controllers is not on our short-term roadmap.