From d179d33e3ab2aaa93e75668e95f8483ebc73c5da Mon Sep 17 00:00:00 2001 From: Mads Buvik Sandvei Date: Sun, 15 Nov 2020 17:03:15 +0000 Subject: [PATCH] Update README.md --- README.md | 18 +++++++++++++----- 1 file changed, 13 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index d4e3f7e2e..92ab6e852 100644 --- a/README.md +++ b/README.md @@ -138,15 +138,23 @@ Building -------- The fork should build with the same instructions as building openmw. -Oculus Touch controls +VR Controls --------------------- -[Here](https://imgur.com/a/PNgfLGz) is a simple graphic showing the default bindings for the oculus touch controllers. -Ambiguous buttons souch as Y and B fire the alternative action when you hold instead of tap. +In VR mode control is based on tracking and VR controllers. +There is currently no option for regular gamepad based controls. -The R-Trigger by default uses the readied tool/spell, but activates objects and actors instead when Pointer mode is active. +The player hands will track the controllers and can be used to activate items and actors while holding down the control bound pointing. +The 'use' action (attack, pick lock, cast spell) and activate action share the right trigger on all controllers. -While in menus the A and B keys, and the thumbsticks change behaviour to navigate menus. But past the main menu you can navigate using point and click. +The control bound to the menu also doubles down as a recenter action. Hold the menu key to recenter the menu in case it opened inside some object and is inaccessible. + +Currently openmw-vr has no api for re-binding controls, as this is expected to be offered by the VR runtime itself. + +Default controller bindings: +- Oculus: [Bindings](docs/controller_graphics/Oculus_Touch.png) +- Index knuckles: [TODO: No graphic available] +- Vive wands: [TODO: No graphic available] Known Issues ------------