Logic Gadgets: Hand/Imp Tracker

Icon logic gadgets - vr hand-imp tracker
Name of gadget Hand/Imp Tracker
Section Gameplay Gear
Number of Tweak pages 3
Author LadylexUK, QuietlyWrong
Last updated 28 July 2020 [v2.16]

Description

The Hand/Imp Tracker is a gadget that allows you to give the player a “hand” in the Dreamiverse. Although it was introduced with the VR update, it works outside VR and provides a new way to group elements around the imp, whether the imp is visible or not. Note that individual elements in the group must not be set to Moveable (physical settings) or they will not follow the gadget.

The Hand/Imp Tracker can help you determine where the player is moving their controller, what it’s pointing at within the scene and whether it’s grabbing anything.

VR hand tracker gizmoUnlike most gadgets, it is a special group that can be scoped into to place any elements that you want to follow and react to the player’s controller. As such, it can’t be placed on a microchip. Instead it appears (within edit mode) as a translucent gizmo on screen, as shown here.

It doesn’t matter where you put the gadget in your scene or how you orient it – it automatically jumps to wherever the imp is (whether or not the imp is visible) and anything in the group will go with it, oriented to the imp. The arrow on the gizmo indicates the direction directly away from the rear of the imp (typically into the screen). In VR, a laser pointer can be displayed to help players point precisely in three dimensions and the imp (and therefore the tracker) can rotate to match the angle of the controller. When not in VR, the imp can only rotate about one axis, with the ‘pointer’ always facing away from the player and no laser pointer appears (the imp tip alone is enough on a 2D display).

A plethora of options allow you to control the appearance (or invisibility) of the imp and the objects in the gadget’s group; you can determine whether it is grabbing or hovering over a grabbable object. You can dictate whether the tracker tracks a DualShock or a Move controller (or either), whether the Move controller is in the left or right hand, whether it’s the primary or secondary controller. One output tells you whether the player is using Move controllers instead of DualShock.

When in VR, the laser pointer that emerges from the tracker gadget works much like a hand-controlled Laser Scope, ideal for first person VR shooters and such, so there are a number of tweaks and outputs to control that and the information returned from its target.

Take care if you place more than one Hand/Imp Tracker in your scene – if more than one is associated with the same controller, their settings can clash. For example if one has a laser length of 10m and the other 20m, BOTH behave as if their laser has length 10m.

Example Tutorial (adapted from Media Molecule)

  1. Start with a basic scene.
  2. Switch to Sculpt Mode.
  3. Stamp down a long cylinder shape (you can either edit before you stamp it or use the stretch tool afterwards).
  4. Exit back to Assembly Mode.
  5. Stamp a Hand/Imp Tracker gadget into your scene.
  6. Grab the cylinder and scope into the Hand/Imp Tracker group (L1 and X).
  7. Move, rotate and scale the cylinder to line it up along the gadget’s ‘arrow’, as if it were a flashlight. Grid Snap can be very useful for exact positioning.
  8. Once you’re happy with its position, drop it in place and scope back out of the group (L1 and circle).
  9. Open the gadget’s tweak menu and select Hide Imp.
  10. Switch to Play Mode and you should now have a cylinder tracking your movements in place of an imp!
  11. Why not try adding a Light to the end of the cylinder, to give the player their very own flashlight?

Tweak Menus

Click on arrows to reveal

Tweak Menu 1: General
VR hand tracker tweaks1
  1. Tweak Menu page 1: General
  2. Visible
    2a. Boolean input (on/off)
    2b. Boolean output (on/off)
  3. Moveable When Not Following
    3a. Boolean input (on/off)
    3b. Boolean output (on/off)
  4. Hide Imp
    4a. Boolean input (on/off)
    4b. Boolean output (on/off)
  5. Controller Assignment
  6. Flip for Left-Handed
    6a. Boolean input (on/off)
    6b. Boolean output (on/off)
  7. Follow Player’s Imp
    7a. Player data input
    7b. Player data output
  8. Using Motion Controllers
    8b. Boolean output (on/off)
  9. Power
  1. Menu page indicator
  2. Visible
    As with any element group, it has a visibility setting that allows you to choose between the whole group being visible (on) or invisible (off). Note that this setting does not affect the imp itself (see [4 Hide Imp]).
  3. Moveable When Not Following
    As with any element group, the Hand/Imp Tracker has a “Moveable” setting, though in this special case, it only applies to the group when the group is not currently following the player’s controller movements. While moveable, a group will react to physical forces such as collisions and gravity (if applicable).
  4. Hide Imp
    Choose whether or not to conceal the imp when this tracker is in use.
  5. Controller Assignment
    The tracker can be assigned to specific controllers. In this way you can tailor the experience according to the controller(s) that your player is using.
    Note that the “primary” and “secondary” controller identification is determined by the player’s user settings; to specifically address the left or right Move controller choose the “Left Hand” and “Right Hand” options. If the player is using the DualShock controller, there is no secondary and no distinction between handedness.
    Options are:

    • Primary
      Either the DualShock, or if using Moves, the player’s preferred “primary” controller.
    • Secondary
      When using Moves, the player’s preferred “secondary” controller.
    • Left Hand
      When using Moves, the controller in the player’s left hand.
    • Right Hand
      When using Moves, the controller in the player’s right hand.
    • Wireless Controller
      The DualShock controller only.
  6. Flip for Left-Handed
    Useful for the primary and secondary Move controllers, this option causes the whole group to be mirrored left-to-right when used for the left hand. Be careful if you include text in the group, as this may look odd when mirrored. (At present this includes text gadgets, though this may be changed in future versions.)
  7. Follow Player’s Imp
    By default, the tracker follows player 1’s controller. Use this setting if you want to specify which player’s imp the tracker will follow (1 to 4).
  8. Using Motion Controllers
    This output can be used to determine whether the player is using Move Controllers – so for example you might use this to tailor the on-screen prompts to different control schemes depending on whether DualShock or Moves are in use.
  9. Power
    Available on all pages of the menu. You can wire into this to turn this gadget on or off.
Tweak Menu 2: Imp Settings
VR hand tracker tweaks2
  1. Tweak Menu Page 2: Imp Settings
  2. ‘Follow Imp’ Behaviour
  3. Distance from Camera
    3a. Numeric input (0-10)
    3b. Numeric output (0-10)
  4. Follow Grabbed Item
    4a. Boolean input (on/off)
    4b. Boolean output (on/off)
  5. Consider Players
    5a. Boolean input (on/off)
    5b. Boolean output (on/off)
  6. Grabbed
    6b. Player data output
  7. Hovering Grabbable
    7b. Player data output
  8. Hovering Possessable
    8b. Player data output
  9. Power
  1. Menu page indicator
  2. ‘Follow Imp’ behaviour
    Here are a couple of subtly different options for the way the group orients itself with respect to the imp.

    • Follow Imp
      When “Follow Imp” is selected, the group will be oriented towards the centre of the player’s viewpoint, as if pivoted at a point away in the distance. So an outward arrow will always point to the same point on the screen no matter where the imp moves (assuming no imp rotation)
    • Gun Style
      When “Gun Style” is selected, the group will be oriented away from the player, as if pivoted on the player’s eye. So an outward arrow beyond the imp will swivel further towards the edges as the imp moves away from the centre of the screen (assuming no imp rotation).
  3. Distance from Camera
    Use this to specify how far (in metres, from 0 to 10) that the tracker is from the camera when following it.
  4. Follow Grabbed Item
    Use this option to set whether the group moves to and sticks with a grabbed item or not. If not, it will remain in the foreground, in the location specific to the player’s controller.
  5. Consider Players
    This is a toggle to decide whether the gadget will include player-specific information with the following “grab” outputs. If you’re making a multiplayer game such that you need to know which player is grabbing a target item, you’ll need to activate this.
  6. Grabbed
    Outputs a signal when the tracker is currently grabbing an object. If “Consider Players” [5] is on, it also includes information about which player is doing the grabbing.
  7. Hovering Grabbable
    Outputs a signal when the tracker’s target (the imp tip in 2D, or the laser pointer in VR) is currently hovering over an object which has the “Grab” imp-interaction attribute. If “Consider Players” [5] is on, it also includes information about which player is hovering over the object.
  8. Hovering Possessable
    Outputs a signal when the tracker’s target (the imp tip in 2D, or the laser pointer in VR) is currently hovering over an object which can be possessed (it contains a Controller Sensor with the “Possessable” possession mode). If “Consider Players” [5] is on, it also includes information about which player is hovering over the object.
  9. Power
    Available on all pages of the menu. You can wire into this to turn this gadget on or off.
Tweak Menu 3: Laser Settings
VR hand tracker tweaks3
  1. Tweak Menu page 3: Laser Settings
  2. Override Laser Colour
    2a. Boolean input (on/off)
    2b. Boolean output (on/off)
  3. Laser Colour
    3a. Input
    3b. Output
  4. Override Laser Properties
    4a. Boolean input (on/off)
    4b. Boolean output (on/off)
  5. Laser Length
    5a. Numeric input
    5b. Numeric output
  6. Beam Power
    6a. Numeric input (0-1)
    6b. Numeric output (0-1)
  7. Show Beam
    7a. Boolean input (on/off)
    7b. Boolean output (on/off)
  8. Show Reticule
    8a. Boolean input (on/off)
    8b. Boolean output (on/off)
  9. Consider Players
    9a. Boolean input (on/off)
    9b. Boolean output (on/off)
  10. Hit?
    10b. Player data output
  11. Hit Position
    11b. 3-dimensional position output
  12. Hit Surface Orientation
    12b. 3-dimension orientation output
  13. Hit Distance
    13b. Numeric output
  14. Power
  1. Menu page indicator
  2. Override Laser Colour
    By default, the laser colour is set to match the player’s imp colour. Toggle this on if you want to pick a specific colour.
  3. Laser Colour
    If “Override Laser Colour” is selected, you can specify the laser’s colour here.
  4. Override Laser Properties
    The next four settings have default values (Laser Length, Beam Power, Show Beam and Show Reticule). If you want to modify these, toggle this option on.
  5. Laser Length
    Use this setting to determine the length of the laser scope associated with this Hand/Imp Tracker. By default, this is set to 100m. Any objects beyond the laser’s range will not be hit by the laser (as far as the Hit outputs below are concerned). Note that although no laser is shown when not in VR, it is still operational in terms of the distance from the imp tip.
  6. Beam Power
    The visual appearance of the laser beam can be tweaked here – a higher power looks like a more intense beam. This is a purely cosmetic effect and has no other impact on the gadget’s behaviour or outputs.
  7. Show Beam
    Toggle this to dictate whether the beam appears on screen or not. Note that this only applies in VR; the beam is not visible when not in VR; the imp tip is always the point of contact.
  8. Show Reticule
    Toggle this to dictate whether a small circle or reticule appears where the laser hits any surface. This is a purely cosmetic effect and does not change the behaviour of the laser.
  9. Consider Players
    This is a toggle to decide whether the gadget will include player-specific information with the following “hit” outputs. If you’re making a multiplayer game such that you need to know which player is pointing at a target item, you’ll need to activate this.
  10. Hit?
    This outputs a signal if the laser hits another object.
  11. Hit Position
    This outputs a three-dimensional signal giving the X, Y and Z co-ordinates of the point at which the laser intersects the object it is hitting.
  12. Hit Surface Orientation
    This outputs a three-dimensional signal giving the rotational orientation of the surface that the laser is hitting.
  13. Hit Distance
    This outputs the distance from the imp tip (the origin of the laser) to the point that it is hitting.
  14. Power
    Available on all pages of the menu. You can wire into this to turn this gadget on or off.

Lex Tips

Useful Tutorials

 

Comments and Feedback

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at WordPress.com.

Up ↑

%d bloggers like this: