OVR Toolkit

OVR Toolkit

SargonDragon Jan 11, 2021 @ 12:31pm
UI enhancement suggestions
I like the new update and particularly the idea of separating out edit mode to be its own thing so that you don't accidentally edit during normal use. However, edit mode is a toggle, and it's not very clear whether you're in the mode or not. I suggest highlighting the button you push to enable it to show when edit is active.

Should probably do the same with the window on/off button next to it. This will usually be obvious because a window appears somewhere in your vision, but that won't always be the case.

Not related to the update, but what I think would be a very useful enhancement I've been meaning to suggest for a while is better handling of the window edges. Controls at the edges of the desktop/window like scroll bars or clear desktop in the lower right corner are very difficult to use currently because the mouse/touch control is interrupted any time you point outside of the VR window even slightly. I suggest extending the target area for mouse/touch control some distance beyond the visible edges of the VR window. And whenever an area beyond the VR window border is being pointed at, it instead maps to the nearest point at the very edge of the desktop/window.

It also shouldn't let go of a mouse capture/drag event no matter how far you point outside of the VR window as long as you're still holding the trigger down. This would allow the user to make easy sweeps of the controller to drag a scrollbar around without aiming carefully, for instance.

The new tutorial is improved. Nice! However, I noticed that it makes some assumptions about configuration settings which can make it impossible or not obvious how to advance. For instance, I have disabled double clicking both A buttons to do anything, but the tutorial demands I do that to advance with no way to skip. Since it suggests that experienced users should also run the new tutorial, it can't assume that settings are at default values.

I like that you can move around the wrist menu now, but with the update it started in a bad position far from my wrist. I couldn't even find it for a moment at first. Should start at the previous default position.

When placing modules on the wrist menu in configuration, there doesn't appear to be any way to back up to the previous menu anymore. You have to close and reopen again to get back to the top.

When I tried editing Window configuration, it said I had to select a window before editing it. Since I had only one window open (the desktop... I don't usually use more than just the one desktop window), it seems unnecessary for me to identify which one. If there's only one window, it should assume I mean that one window.

Anyway, this is a great product that I have recommended to my friends and newbies I meet on VRChat all the time. Thanks for making it!
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Showing 1-4 of 4 comments
CurtisVL  [developer] Jan 11, 2021 @ 2:31pm 
Hi there!

Sorry for the slow response replying to this, I was panic-hotfixing the current build. You found the issue I was fixing with the weird default wrist UI position. I tried as a new user many times, but coming from an existing settings file resulted in that that apparently. Having fixed that and the default position is no longer wild, I've had time to read through these!

First off, I love the idea of highlighting the edit mode button when you're in edit mode, that's a great idea and is the top of my todo list. I have a hotfix releasing tomorrow for a tabbing in/out issue that's pending some testing overnight, maybe I can release it with that. We'll see.

For the scroll bars issue, this is something I'm well aware of! I have the same solution in mind as what you suggested, it's just a little awkward to do with how I have cursor input setup right now, I'm got some thoughts on it though for sure, just need to test them out and see what works.

For the wrist configuration menu issue, I assume you mean there's no button to get back to Global Settings? I hadn't thought of that actually, this same issue persists with Window Cropping, Chroma Key, and the Volumes menu too. I could add a 'Back' button to the bottom of them all maybe?

That last issue sounds like a bug. OVR Toolkit tries to guess the active window, if only one is active it should select that. On spawning a new window, it'll select that as active, on moving it'll select the moved window as active, etc. - I'll have a look into that quickly now.

Thanks for your feedback!

Feel free to join us on Discord so I can discuss things like this with you easier than through an essay on here! Always happy to implement things like this, usability is a huge issue with OVR Toolkit and one I'm trying hard to improve. As much as I like games like Elite Dangerous, I don't want OVR Toolkit to have the same learning curve as it. ;)

https://discord.gg/KFGxc3e
Last edited by CurtisVL; Jan 11, 2021 @ 2:31pm
CurtisVL  [developer] Jan 11, 2021 @ 2:50pm 
SargonDragon Jan 11, 2021 @ 5:45pm 
That looks great for the toggles!

And yes, a back button in submenus is what I meant.

I'm particularly looking forward to improvement of handling the edges of windows (scrollbar issue) as this will make "clear desktop" in the lower right usable among other things.
CurtisVL  [developer] Jan 11, 2021 @ 6:21pm 
Originally posted by SargonDragon:
That looks great for the toggles!

And yes, a back button in submenus is what I meant.

I'm particularly looking forward to improvement of handling the edges of windows (scrollbar issue) as this will make "clear desktop" in the lower right usable among other things.

The issue with clicking on the very edges of overlays is something I'll look into as soon as I can, possibly later this week. Right now I'm paranoid about getting the current release as stable as possible, a hotfiix (I think tomorrow or later) will contain the toggles shown above. People are impressively fast to leave a bad review from issues with an update, but of course, they don't even tell me what the issue is in the process... :/

The life of software development I suppose! I always appreciate people like you who live in-depth and great feedback!

Making an update like this that overhauls a core feature is always a massive gamble. :)
Last edited by CurtisVL; Jan 11, 2021 @ 6:23pm
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Date Posted: Jan 11, 2021 @ 12:31pm
Posts: 4