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Expose the player's own position via Avatar OSC parameters

Open seanedwards opened this issue 3 years ago • 5 comments

What's the idea?* Basically, similar to VelocityX/VelocityY/VelocityZ parameters, I would like to be able to read PositionX/PositionY/PositionZ parameters.

Using the world space constraint technique, this would allow me to create network-synced world space props that work for late joiners, by using animator parameters to represent the X/Y/Z position of the prop. In order to know where to place the prop, I need to be able to see the coordinate system of the world, and reporting the current player position seems like a good reference point to use.

I have a prototype of this prefab up here: seanedwards/vrc-worldobject

Is there another way? I can probably get the world space position another way, such as a gameobject+shader that renders its own world space orientation/position.

seanedwards avatar Feb 17 '22 23:02 seanedwards

Second this!

I'm currently making an OSC drone system to sync camera coordinate from Unity into VRChat. If we have a way to output player position/rotation back into Unity, we could do player tracking or focusing automatically, It would be highly beneficial for VRChat machinima or cinematic filming.

OSC Drone Demo: https://twitter.com/YanKMW/status/1497074496867807232

Yan-K avatar Feb 26 '22 23:02 Yan-K

an YAngle to complement AngularY would be great as well.

EIA485 avatar Aug 30 '22 04:08 EIA485

This would be great, it would allow for Quest-compatible world space objects on avatars (as said above) with only the need for avatar support and a mobile app or computer program :+1:

ShayBox avatar Jun 09 '23 04:06 ShayBox