This article covers hand controllers in greater depth. For basic information, see System Requirements, the installation pages for Interface, and Sandbox, and exploring High Fidelity. High Fidelity supports the HTC Vive, Oculus Touch, Razer Hydra, Leap Motion, and XBOX One controllers.
Basic Controller Configuration
Although navigation and limited interaction can be accomplished with a keyboard/mouse, fully interacting with in-world objects in High Fidelity requires a hand controller.
Razer Hydra or HTC Vive Hand Controllers
If you are using a Razer Hydra or HTC Vive hand controller, enable it using these steps from the top menu.
- Select Settings > Advanced Menus.
- Select Avatar > Input Devices > Sixense for the Hydra or Avatar > Input Devices > Vive for the Vive.
Note: Vive users should have SteamVR running before starting Interface.
Once enabled you should be able to use the hand controller to navigate and grab objects. If it is still not working, select Edit > Running Scripts or press Ctrl + J to open the Running Scripts panel and in the Running Scripts panel, check to see that
handControllerGrab.js script is running. It should be running by default.
Leap Motion Orion
If you are using the Leap Motion with an HMD, enable it using these steps:
- Select Settings > Developer Menus.
- Select Developer > Hands > Leap Motion > Leap Motion on HMD.
- Select Edit > Running Scripts or press Ctrl + J to open the Running Scripts panel.
- In the Running Scripts panel, navigate to the
controllers/leap) and click on it to highlight it.
- Click Load to run the script.
If the Leap is detecting your hands, when you look down you will see the avatar's hands move in sync with your own.
XBOX One Controller
If you are using an XBOX One controller, enable it using these steps:
- Select Settings > Advanced Menus.
- Select Avatar > Input Devices > SDL2.
Note: If you are using Mac OS, and are having issues with using an XBOX controller, see Xbox 360 Controller (OS X) for more information.
Razer Hydra for Power Users
Setting up the Razer Hydra (Mac Users)
- Download the Sixense SDK from http://sixense.com/hardware/sixensesdk
- Copy lib/osx_x64/release_dll/libsixense_x64.dylib to Applications/Interface/Contents/Frameworks
Using Interface with
defaultScript.js running …
For best results the Hydra orb should be placed on a flat surface to the left of where your hands would be on the keyboard. It should be oriented so that the two cables are on the back. To measure your armspan hold your arms straight out to either side in a “T” pose then press and hold the two bumper buttons for one second and let go.
Each controller has its own cursor, drawn as a cyan dot-plus-circle. These act like a normal mouse cursor. You move them by adjusting the pitch and yaw of your controllers.
- Bumper button: Left-click.
- Trigger: Right-click.
Developer > Hands > Sixense > Enable Sixense Mouse Input: Enable/disable the controller cursors.
Preferences > Invert Mouse Buttons: Swaps the left- and right-clicks.
Preferences > Reticle Movement Speed: Adjusts the sensitivity of the cursor movement.
Your right-hand controller can also control the normal mouse pointer: enable/disable this control by pressing button 0 on the right-hand controller (the small skinny one between buttons 1 and 2).
Developer > Show Hand Info: Draws a red disc plus sphere and pointer that depicts your controller orientation. These coincide with your "palm" positions if you have Preferences > Avatar Scale = 1.0; if you don't then they are drawn some distance away. Note also that your avatar's hands will not necessarily coincide with the "palm" positions.
Developer > Show Hand Targets: Draws a wire mesh ball the position of your "finger tips," if Show Hand Info is enabled. These are 0.3m away from your "palm" position.
Developer > Avatar > Show Skeleton Collision Shapes: If your avatar scale != 1.0 then you'll see green balls drawn at your avatar's "palm" positions.
Developer > Hands > Sixense > Enable Sixense UI Lasers: Shows/hides cyan "lasers" emanating from the position of the red disc-plus-sphere-and-pointer.
Left joystick: Moves you forwards/backwards in the direction you're looking, and left/right.
Right joystick: Rotates your view up/down and left/right.
Button 4 on either controller: Press and hold then:
- Tilt and horizontally rotate your controller to tilt and rotate your view.
- Move your controller backwards/forwards/left/right/up/down to move in that direction.
- A pair of spheres are drawn to depict your controller's orientation and movement.
When you enable model editing (right-hand toolbar's cube) a pair of lasers is drawn.
Left- or right-bumper: Toggle lasers red/blue.
- Red: Mode 0
- Blue: Mode 1
Single-laser editing: Make one of your lasers intersect with a model then "grab" it by pulling and holding the relevant controller's trigger.
- Mode 0: The model rotates around your controller's location, keeping the model "looking at" the controller, and changing position with changes in your controller's position.
- Mode 1: The model rotates about its axis as you rotate your controller, and moves position as a multiple of changes in your controller's position.
Dual-laser editing: Make both your lasers intersect with a model then "grab" it by pulling and holding both controllers’ triggers.
- Mode 0: Move and scale the model according to your controllers' rotations.
- Mode 1: Rotate model according to your controllers' relative positions.
Left-bumper + left-trigger, or right-bumper + right-trigger: Show/hide UI.
Button 3 on either controller: Show/hide magnification window in VR display mode.
Taking off and putting on avatar attachments: Grab an attachment per model editing and move it so that it is a normal model in the world and no longer an attachment; or grab an in-world model and make it an attachment by moving it close to one of your avatar's joints.
squeezeHands.js: This script makes your avatars' hands clench as you pull the Hydra's triggers.