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The Mixed Reality Forums here are no longer being used or maintained.
There are a few other places we would like to direct you to for support, both from Microsoft and from the community.
The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.
For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality.
If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers, or in our Microsoft Tech Communities forums at https://techcommunity.microsoft.com/t5/mixed-reality/ct-p/MicrosoftMixedReality.
And always feel free to hit us up on Twitter @MxdRealityDev.
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How to get motion controller transform
Do you know how to get current effective motion controller transform?
I'm using this for now.
forearch(var sourceState in InteractionManager.GetCurrentReading())
{
Vector3 controllerpos
sourceState.sourcePose.TryGetPosition(out controllerpos);
}
I want to get controller's transform, not only position.
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0
Best Answer
-
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Theres a script component that can get the position and rotation from a motion controller. I'm not certain it will exactly help with getting the transform, but maybe its a step towards where you're trying to head.
From there you can specify things like which controller to get the position/rotation data from, and some other options.
**- Colin **(Just some weird guy trying to build some weird worlds.)
5
Answers
Theres a script component that can get the position and rotation from a motion controller. I'm not certain it will exactly help with getting the transform, but maybe its a step towards where you're trying to head.
From there you can specify things like which controller to get the position/rotation data from, and some other options.
**- Colin **(Just some weird guy trying to build some weird worlds.)
thank you.
It works for me!
here is my rough guess, haven't been able to run VR preview yet with my Vive CV1. But controller idea is pretty much the same. You are in a Pawn, you need to get the pawn owner(a PlayerController), and then get the player index from there(on server), then set the index.
I will have to setup my UE4 first, and possibly just compile from github source to make it work, cause both UE4 and SteamVR is a moving target, compile and update is probably a safe bet.
It's hard to even find someone that have a vive to do multiplayer test I guess, so gotta find a buddy soon.(I have a few in local indie dev group that owns pre dev kit, so I can ask them to test with me once I got a build going.)
edit: oh, and I don't know about the answer to 2nd question. not even a guess.