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Is your feature request related to a problem? Please describe.
I'm always frustrated when controller movement in the air is not supported.
Describe the solution you'd like
When moving the whole controller in a certain pattern, a certain action should be performed like a key press in the game or button press. So you can execute a punching motion and the key for punching is pressed. Or if there is a combination of keys like in sifu or street fighter, this is executed. Something like this, but for Quest 2+. But FAAST is looking for trigger positions in the axis, better would be relative movement detection, which should anticipate to make execution as quick as possible in the game.
Alternative
More advanced like moving ColliderBoxes with Controllers. I know, this is feasible, yet often the game is not made for this and Colliding does not really execute the motion as key presses are monitored by the game to start a cutscene or whatever.
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
I'm always frustrated when controller movement in the air is not supported.
Describe the solution you'd like
When moving the whole controller in a certain pattern, a certain action should be performed like a key press in the game or button press. So you can execute a punching motion and the key for punching is pressed. Or if there is a combination of keys like in sifu or street fighter, this is executed. Something like this, but for Quest 2+. But FAAST is looking for trigger positions in the axis, better would be relative movement detection, which should anticipate to make execution as quick as possible in the game.
Alternative
More advanced like moving ColliderBoxes with Controllers. I know, this is feasible, yet often the game is not made for this and Colliding does not really execute the motion as key presses are monitored by the game to start a cutscene or whatever.
The text was updated successfully, but these errors were encountered: