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    <title>topic Re: Oculus Rift Templates - Xbox Controller - nolonger working in Stingray Forum (Read Only)</title>
    <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/7713666#M10624</link>
    <description>&lt;P&gt;I never got it all working properly.&amp;nbsp; I was able to get it to move and collide, but it set off another issue where the HMD position would cause undesired movement when the user pushed on the movement stick.&amp;nbsp; I had some other projects take me away from it for a while at work and I haven't been able to come back and troubleshoot it further.&amp;nbsp; But you can read about it and see images of the flow here:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;A href="https://forums.autodesk.com/t5/stingray-forum/hmd-position-causes-unit-mover-to-move-backwards/m-p/7432583" target="_blank"&gt;HMD Position causes Unit Mover to move backwards&lt;SPAN&gt;&amp;nbsp;&lt;/SPAN&gt;&lt;SPAN&gt;- (&lt;SPAN&gt;&lt;SPAN&gt;&amp;nbsp;&lt;/SPAN&gt;&lt;SPAN&gt;‎10-04-2017&lt;/SPAN&gt;&lt;SPAN&gt;&amp;nbsp;&lt;/SPAN&gt;&lt;SPAN&gt;11:22 AM&lt;/SPAN&gt;&lt;SPAN&gt;&amp;nbsp;&lt;/SPAN&gt;&lt;/SPAN&gt;)&lt;SPAN&gt;&amp;nbsp;&lt;/SPAN&gt;&lt;/SPAN&gt;&lt;/A&gt;&lt;/P&gt;</description>
    <pubDate>Tue, 23 Jan 2018 17:40:11 GMT</pubDate>
    <dc:creator>Dustin_Fike</dc:creator>
    <dc:date>2018-01-23T17:40:11Z</dc:date>
    <item>
      <title>Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6777468#M6810</link>
      <description>&lt;P&gt;There are several areas to this question, though essentially I just want to use the Xbox controller on projects (once again).&lt;/P&gt;&lt;P&gt;I started on version 1.4 and had used a separate forum discussion (I don't script well)&amp;nbsp;to enable walking and turning with use of the xbox controller and Oculus Rift. With the release of 1.6 I can not make this work, nor can I get any function out of the xbox controller (this is both with use of version 1.4 and with upgrading the file to version 1.6) - I receive the following message: vr_project / Lua:script/lua/oculus_vr.lua:59: attempt to call field 'setup' (a nil value)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;1) With that said, I would really like to know what happened to the file it was the VR template (before release of Touch templates) and get this running again. I've even tried uninstalling 1.6, but still no use of the original template file when I click "run project"&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;2) With the release of 1.6 I know longer can find a template for use of Oculus Rift. There are two templates available that contain use of Oculus Touch, but I don't have Touch and can no longer do anything that accepts the use of the xbox controller.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I installed 1.6 on day one (and uninstalled/ reinstalled a&amp;nbsp;dozen times&amp;nbsp;on three separate computers) and have spent every free moment I have trying to get this xbox issue resolved. I barely know how to use this software, but cant move on till I understand why this function is no longer available - PLEASE HELP (for my sanity &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt; )&lt;/P&gt;</description>
      <pubDate>Sun, 01 Jan 2017 14:52:42 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6777468#M6810</guid>
      <dc:creator>patrick.sullivan</dc:creator>
      <dc:date>2017-01-01T14:52:42Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6779206#M6814</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm having the same problem and I'm very unhappy that all the work on my project has been unraveled by a stingray update.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 03 Jan 2017 10:50:09 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6779206#M6814</guid>
      <dc:creator>mmartin256</dc:creator>
      <dc:date>2017-01-03T10:50:09Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6779628#M6823</link>
      <description>&lt;P&gt;Ok, so let me see if I can be of assistance. &amp;nbsp;There were a lot of fundamental changes in 1.6 with regards to rendering and supporting oculus touch.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;With this update we have changed a lot of things in both the template code and the renderer. &amp;nbsp;It wont be a fun process to convert, however you should find once the work is done that the updates are well worth the effort in terms of visual fidelity and playback performance.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Here is what I would suggest you do.&lt;/P&gt;
&lt;P&gt;1. Create a new Project using the Oculus Touch template.&lt;/P&gt;
&lt;P&gt;2. Copy the content (level files and any models, etc) from your old project into the new project. &amp;nbsp;be sure that all the content is pathed the same as the original content so everything lines up. (watch your log console to see if any content was forgotten along the way, if so, copy the missing content to the correct location in the new project)&lt;/P&gt;
&lt;P&gt;3. Once this is done, you should find that the project will have some errors (hopefully not) but probably. &amp;nbsp;You will need to make sure you replace/reconnect any nodes related to either the xbox controller or the headset. &amp;nbsp;This should update everything to use the new control nodes.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Once you get to this stage let me know, hopefully this will be all you have to do, but if not, ill help you as much as I can through this thread.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I will also ask one of our oculus devs to watch this thread to help you where my expertise is not enough.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Paul&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Tue, 03 Jan 2017 14:23:28 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6779628#M6823</guid>
      <dc:creator>paul.kind</dc:creator>
      <dc:date>2017-01-03T14:23:28Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6781560#M6861</link>
      <description>&lt;P&gt;In my privious development I was controling the game in a similar way to a FPS with one thumb stick controlling the movement forwards and backwards and the other thumb stick adding to the look rotation. I know this is not the recomended way to control a virtual experience due to some users getting motion sickness, but I was happy with it so would like to continue developing in this way.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Having a look at the flow blocks available I am unsure how would I set something up like this using flow? How do you connect and move the HMD with the xbox joystick thumbsticks?&lt;/P&gt;</description>
      <pubDate>Wed, 04 Jan 2017 09:13:39 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6781560#M6861</guid>
      <dc:creator>mmartin256</dc:creator>
      <dc:date>2017-01-04T09:13:39Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782266#M6875</link>
      <description>&lt;P&gt;Hi all,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;In a conversation with the Stingray developers at AU, they said they were removing the support for "walking" around in 1.6 in the VR templates in order to reduce the VR "motion" sickness issues. You now need to teleport from point to point to move in VR. If you aren't in the VR template, the Xbox controller should still work.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've tried porting over the Xbox control scripts from one template to the other in order to get the functionality working, but I can't get it to work. Sorry to not be of more help, but honestly best option is to stay with an earlier version of Stingray if you want to be able to navigate using the Xbox controller in VR. It's unfortunate because the 1.6 release has major improvements in graphic quality, etc. but they seem to have dropped Xbox support in favor of incorporating Oculus touch.&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Wed, 04 Jan 2017 15:37:04 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782266#M6875</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-04T15:37:04Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782319#M6876</link>
      <description>&lt;P&gt;You can control the position and the rotation of the HMD&amp;nbsp;using Set and Get.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;I just went ahead and built this out for you using the steam VR but it will be identical excepting that you have to change 2 nodes to the oculus version.&lt;/P&gt;
&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="flow.PNG" style="width: 705px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/307667i31BBADB0CF1829F9/image-size/large?v=v2&amp;amp;px=999" role="button" title="flow.PNG" alt="flow.PNG" /&gt;&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Here is the flow code (just copy this text and paste it into your level flow, replace the nodes as mentioned.&lt;/P&gt;
&lt;P&gt;I have done my best to comment with groupings so you understand what is going on in each step.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
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				Type = "float"
				UIName = "Z"
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	{
		Brief = "Deconstructs a vector and splits it into separate X, Y and Z components as numeric values."
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	{
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		]
		IsQuery = true
		Name = "SteamVR Get Tracking Space"
		NodeLocation = {
			X = 1560
			Y = 320
		}
		OutEvents = [
		]
		ReturnValues = [
			{
				RawName = "position"
				Type = "vector3"
				Variable = {
					Class = "Stingray.Foundation.Flow.OutVariableVector3"
				}
			}
			{
				RawName = "rotation"
				Type = "quaternion"
				Variable = {
					Class = "Stingray.Foundation.Flow.OutVariableQuaternion"
				}
			}
			{
				RawName = "scale"
				Type = "vector3"
				Variable = {
					Class = "Stingray.Foundation.Flow.OutVariableVector3"
				}
			}
		]
		Width = 160
	}
	{
		Brief = "Constructs a vector from three separate X, Y and Z numeric components."
		Category = "Math/Vector"
		Class = "Stingray.Foundation.Flow.DataDrivenFlowNode"
		ColorCategory = ""
		ExportTypeName = "vector_from_components"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "aa99bfd6-6657-4cd9-8e15-b4aec7d43101"
		Inputs = [
			{
				Class = "Stingray.Foundation.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "x"
				Type = "float"
				UIName = "X"
				Variable = {
					Class = "Stingray.Foundation.Flow.InVariableFloat"
				}
			}
			{
				Class = "Stingray.Foundation.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "y"
				Type = "float"
				UIName = "Y"
				Variable = {
					Class = "Stingray.Foundation.Flow.InVariableFloat"
				}
			}
			{
				Class = "Stingray.Foundation.Flow.DataDrivenFlowNode+Input"
				Hidden = false
				RawName = "z"
				Type = "float"
				UIName = "Z"
				Variable = {
					Class = "Stingray.Foundation.Flow.InVariableFloat"
				}
			}
		]
		NodeLocation = {
			X = 2240
			Y = 260
		}
		Outputs = [
			{
				Class = "Stingray.Foundation.Flow.DataDrivenFlowNode+Output"
				RawName = "vector"
				Type = "vector3"
				UIName = "Vector"
				Variable = {
					Class = "Stingray.Foundation.Flow.OutVariableVector3"
				}
			}
		]
		Title = "Vector From Components"
		Width = 160
	}
	{
		Arguments = [
			{
				RawName = "position"
				Type = "vector3"
				Variable = {
					Class = "Stingray.Foundation.Flow.InVariableVector3"
				}
			}
			{
				RawName = "rotation"
				Type = "quaternion"
				Variable = {
					Class = "Stingray.Foundation.Flow.InVariableQuaternion"
				}
			}
			{
				RawName = "scale"
				Type = "vector3"
				Variable = {
					Class = "Stingray.Foundation.Flow.InVariableVector3"
					Value = "1 1 1"
				}
			}
		]
		Brief = ""
		Category = "SteamVR"
		Class = "Stingray.Foundation.Flow.CustomScriptNode"
		FlowNodesResource = "vr_steam/script/steam_vr"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "e2854f1f-7c29-4939-9aba-e978d48d87eb"
		InEvents = [
			"In"
		]
		IsQuery = false
		Name = "SteamVR Set Tracking Space"
		NodeLocation = {
			X = 2480
			Y = 260
		}
		OutEvents = [
			"Out"
		]
		ReturnValues = [
		]
		Width = 320
	}
	{
		Brief = "Passes an event at every update interval of the engine."
		Category = "Event"
		Class = "Stingray.Foundation.Flow.DataDrivenFlowNode"
		ColorCategory = ""
		ExportTypeName = "level_update"
		FlowNodesResourceKey = "flow_nodes_resource"
		Id = "1c35128b-42b4-4933-a617-22cddd1c1908"
		Inputs = [
		]
		NodeLocation = {
			X = 2240
			Y = 400
		}
		Outputs = [
			{
				Class = "Stingray.Foundation.Flow.DataDrivenFlowNode+Output"
				RawName = "out"
				Type = "event"
				UIName = "Out"
				Variable = {
					Class = "Stingray.Foundation.Flow.OutEvent"
				}
			}
		]
		Title = "Level Update"
		Width = 160
	}
]&lt;/PRE&gt;</description>
      <pubDate>Wed, 04 Jan 2017 15:53:33 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782319#M6876</guid>
      <dc:creator>paul.kind</dc:creator>
      <dc:date>2017-01-04T15:53:33Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782323#M6877</link>
      <description>&lt;P&gt;Yes, we removed the 'character-like' controls from the updated Oculus template. This was mainly to support the addition of the new touch controllers which not available previously but now come with Oculus. The current implementation is by teleporting. If you'd like to use the updated templates and still retain movement by xbox controller, there are a couple ways to do this.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;1. Create a character unit with a mover, use flow or lua to create inputs from the xbox controller to move the character around; then set the oculus headset position to the desired position of your character on every update (eye height for example). See Paul's flow example above.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;2. Start from the basic template which has xbox character controls already implemented. Copy over your project content files (units, levels, etc). Then copy the oculus_vr folder from the oculus template into your new project you created from basic -- to the root of the project. Then add in the following to your settings.ini so that the project becomes a vr project &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;PRE&gt;    render_settings = {
      // Set renderer to support VR
      vr_supported = true
      // Specify HMD resolution
      vr_hmd_resolution = [ 2160, 1200 ]
      // Scale of VR render target for super sampling to reduce aliasing artifacts
      vr_target_scale = 1.4
      // Control mirror window mode: mono or stereo
      vr_mirror_mode = "mono"
     }&lt;/PRE&gt;
&lt;P&gt;Both of those solutions will work for you. Sorry for the update but it was necessary to support the latest hardware from Oculus. The old style of fps movement with the headset on is really bad for most people and makes them sick. Be aware of that if you are going to show your projects publicly. &lt;span class="lia-unicode-emoji" title=":slightly_smiling_face:"&gt;🙂&lt;/span&gt;&lt;/P&gt;</description>
      <pubDate>Wed, 04 Jan 2017 17:46:21 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782323#M6877</guid>
      <dc:creator>dan.matlack</dc:creator>
      <dc:date>2017-01-04T17:46:21Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782354#M6878</link>
      <description>&lt;P&gt;Paul,&lt;/P&gt;&lt;P&gt;Much appreciated. I've been fighting for time to go back and try the suggested methods and this is obviously the most straight forward (or rather easy to understand for a non-scripter such as myself) Hopefully I will attain a few hours this evening for testing and will respond with progress.&lt;/P&gt;</description>
      <pubDate>Wed, 04 Jan 2017 16:04:04 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6782354#M6878</guid>
      <dc:creator>patrick.sullivan</dc:creator>
      <dc:date>2017-01-04T16:04:04Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6784559#M6898</link>
      <description>&lt;P&gt;Unfortunately it appears I have not had to dig into Flow, beyond acknowledging its existence. Before requesting this further assistance, I've searched every tutorial and forum question, just don't know the terminology to get the answer I'm looking for.&lt;/P&gt;&lt;P&gt;So when I copy the script into Level Flow I receive the message "Only Nodes from Level Editor can be used in the Level Editor". I see that there are Unit Flow options within unit editor, however the template project does not have a camera nor any other object that relates to a resource that would contain the proper content to attach this to. I've also tried going to multiple project templates in hopes to see different content, however every Flow that I open, seems to have the following: Start Level, Update Level, Shutdown Level&lt;/P&gt;</description>
      <pubDate>Thu, 05 Jan 2017 12:13:15 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6784559#M6898</guid>
      <dc:creator>patrick.sullivan</dc:creator>
      <dc:date>2017-01-05T12:13:15Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6788055#M6943</link>
      <description>&lt;P&gt;hrm, i am wondering what it is you are trying to do. &amp;nbsp;It sounds like you are copying unit flow into level flow or vice versa. &amp;nbsp;Basically, there are nodes that are relative and usable only to level flow and unit nodes that are relative and usable only in unit flow. &amp;nbsp;These two flow systems (though identical by design) dont use the same exact nodes for various important and fundamental reasons. &amp;nbsp;Effectively you can think of unit flow as functions relative to the unit and level flow as functionality that is relative to the level &lt;STRONG&gt;AND&lt;/STRONG&gt; anything within it. &amp;nbsp;Though this concept may seem obscure at first it is actually extremely valuable and can make quick work of tasks that would normally be rather complicated.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;If you want further understanding of these concepts, i would suggest you watch 2 videos that i did a while back. &amp;nbsp;They are both rather short, but they will illustrate the difference between level and unit flow quite succinctly.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;They are found here.&lt;/P&gt;
&lt;P&gt;Controlling a Door from &lt;STRONG&gt;LEVEL FLOW&lt;/STRONG&gt; :&amp;nbsp;&lt;A href="https://www.youtube.com/watch?v=qb2U1fIR09g" target="_blank"&gt;https://www.youtube.com/watch?v=qb2U1fIR09g&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;Controlling a door with &lt;STRONG&gt;UNIT FLOW&lt;/STRONG&gt; :&amp;nbsp;&lt;A href="https://www.youtube.com/watch?v=RIGf2TKVAys&amp;amp;t=0s" target="_blank"&gt;https://www.youtube.com/watch?v=RIGf2TKVAys&amp;amp;t=0s&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;The node outputs you are seeing are called events. &amp;nbsp;they are triggered upon Level Load, Level Shutdown, and Level Update (every "frame") each can be used to different effect for certain things.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Another video (series) I would highly suggest you watch is this one. &amp;nbsp;&lt;/P&gt;
&lt;P&gt;&lt;A href="https://www.youtube.com/playlist?list=PLTjhBiJe1i2GoE_qDkh7vEZCTUZnR77zg" target="_blank"&gt;https://www.youtube.com/playlist?list=PLTjhBiJe1i2GoE_qDkh7vEZCTUZnR77zg&lt;/A&gt;&lt;/P&gt;
&lt;P&gt;In it i go through a lot of these concepts and try to teach you haw to really come to grips with stingray by way of triggers. &amp;nbsp;(Things you can use to activate actions) &amp;nbsp;I go through a ton of examples and by the end of it, you will fully understand the flow system and how to use it.&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;
&lt;P&gt;Paul&lt;/P&gt;
&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Fri, 06 Jan 2017 16:51:30 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6788055#M6943</guid>
      <dc:creator>paul.kind</dc:creator>
      <dc:date>2017-01-06T16:51:30Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6790487#M6961</link>
      <description>&lt;P&gt;Dan,&lt;/P&gt;&lt;P&gt;After running out of solutions with Paul's suggestion of dropping the code in Flow (I learned how to use this feature, but no matter which editor I placed it in, the response&amp;nbsp;was either nodes don't belong in level or nodes don't belong in unit. For Unit Flow I placed it in character (and then&amp;nbsp;I spent&amp;nbsp;trial and error with every possible unit placed in the model and for Level I tried each level created), further more I never could find the Oculus flow replacements (for his provided HTC setup&amp;nbsp;in the out-of-the-box pull down lists - so instead I ran the test with HTC Vive&amp;nbsp;connected on my&amp;nbsp;machine versus the Oculus).&lt;/P&gt;&lt;P&gt;So now I've spent several hours (3am...)&amp;nbsp;trying your suggestion (specifically option #2). I went through each step over and over again, but when I hit run project, every time it does not show through the HMD and also losses the buttons at main screen to go to "basic". If I click enter, the screen closes, if I press down key then enter, the screen also closes. If I edit the project lua to open directly to "basic" then on run project a warning appears that states the project is already running with process id 168016. If I click test level, then the view is frozen (neither&amp;nbsp;xbox, keyboard or mouse&amp;nbsp;nor HMD).&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;With that said, &lt;U&gt;I really need this to work&lt;/U&gt;. Version 1.4 with xbox controller works but only with the uninstallation of 1.6 and I loss the Revit to Live to Stingray, which was a BIG sell to me and my choice for the company to go with Stingray. Furthermore, I have tried to make transportation work, but I've had two users fall and hurt themselves and have had nothing but positive feedback on the xbox controller (we are using this technology for 3D Coordination on Pharma/ Biotech facilities - not gaming). I'm stretched thin to support this effort and my other constant deadlines, and as such I must ask if you&amp;nbsp;or Paul&amp;nbsp;would mind providing me with a short video of making the necessary changes in 1.6 to utilize the xbox controller with oculus rift a success? If not I&amp;nbsp;will have to give up on this pursuit and quite possibly&amp;nbsp;abandon this software altogether, either going back to use of Unity or find another solution for the immediate efforts of my division. I appreciate your assistance thus far, but I can not invest any more time if there is isn't a functioning workaround.&lt;/P&gt;</description>
      <pubDate>Sun, 08 Jan 2017 08:31:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6790487#M6961</guid>
      <dc:creator>patrick.sullivan</dc:creator>
      <dc:date>2017-01-08T08:31:35Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6790995#M6963</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Hi, I've&amp;nbsp;also&amp;nbsp;been trying to get&amp;nbsp;the second method that Paul posted&amp;nbsp;to work without any success. It just doesn't want to go into VR mode.&lt;/P&gt;</description>
      <pubDate>Sun, 08 Jan 2017 20:10:35 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6790995#M6963</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-08T20:10:35Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6792711#M6986</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I've followed your instructions Dan, starting from the basic template but when I run my project it will not start in VR (it also drops the ui menu). Is there anything else that I need to do to enable the Oculus headset?&lt;/P&gt;</description>
      <pubDate>Mon, 09 Jan 2017 15:58:48 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6792711#M6986</guid>
      <dc:creator>mmartin256</dc:creator>
      <dc:date>2017-01-09T15:58:48Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794729#M7023</link>
      <description>&lt;P&gt;Hi guys,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I too ran into this problem. We have the oculus rift but dont have the touch controllers yet. I followed Paul's flow nodes which worked well, however when pressing the left thumbstick on the xbox controller, the player not taking which direction the headset is looking into account. So it ends up strafing left or right some times rather than walking forward.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Is there any way to do this in flow? Thanks&lt;/P&gt;</description>
      <pubDate>Tue, 10 Jan 2017 10:19:02 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794729#M7023</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-10T10:19:02Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794897#M7024</link>
      <description>&lt;P&gt;I managed to get the oculus working in the basic template, but also managed to stop the controller working. Hopefully I'll get chance to play with it tonight.&lt;/P&gt;</description>
      <pubDate>Tue, 10 Jan 2017 11:41:39 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794897#M7024</guid>
      <dc:creator>mmartin256</dc:creator>
      <dc:date>2017-01-10T11:41:39Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794954#M7025</link>
      <description>&lt;P&gt;Hello TBuchan,&lt;/P&gt;&lt;P&gt;I have an answer to your rotation issue. Here is the discussion that provided the answer: &lt;A href="https://forums.autodesk.com/t5/stingray-forum/oculus-and-panning-ability-using-xbox-360-controller/td-p/6260894" target="_self"&gt;http://forums.autodesk.com/t5/stingray-forum/oculus-and-panning-ability-using-xbox-360-controller/td-p/6260894&lt;/A&gt;&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;P&gt;However, save yourself time with the discussion and pan down to efriedlander's response:&lt;/P&gt;&lt;P&gt;Try this, starting at line 88:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;if Pad1 and Pad1.active() then&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; &amp;nbsp;--Turn with right pad&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; local pan = Pad1.axis(Pad1.axis_id("right")) * 10&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Vector3.set_y(pan,0)&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; local rot = pan.y&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; poses.forward = Quaternion.rotate(&lt;BR /&gt;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp;&amp;nbsp; Quaternion.axis_angle(Vector3(0,0,1),rot),poses.forward)&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Followed by pmarchese's comment:&amp;nbsp; remove "not" on line 51&amp;nbsp;.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The above works perfectly to keep&amp;nbsp;movement based on HMD position.... now with that said I'm eager to understand where you placed the Flow node content. I'm too new to the program to understand "place it in flow" without understanding which location, as it seems there are multiple flow editors. Level Flow, as well as Unit Flow. Level Flow indicates I'm in the wrong location after pasting and otherwise I cant determine which Unit would properly utilize the content. Secondly, I have no idea where to find the Oculus node that Paul recommends replacing with his HTC nodes, the pull down list in Flow does not have a listing for either VR node. Any help would be extremely helpful!!&lt;/P&gt;</description>
      <pubDate>Tue, 10 Jan 2017 12:11:58 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794954#M7025</guid>
      <dc:creator>patrick.sullivan</dc:creator>
      <dc:date>2017-01-10T12:11:58Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794980#M7027</link>
      <description>&lt;P&gt;mmartin,&lt;/P&gt;&lt;P&gt;Can you provide feedback on what worked to get the oculus HMD working in Basic template with or without the use of the controller?&amp;nbsp;As it is&amp;nbsp;currently I need suggestions to revitalize my testing!&lt;/P&gt;</description>
      <pubDate>Tue, 10 Jan 2017 12:21:31 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6794980#M7027</guid>
      <dc:creator>patrick.sullivan</dc:creator>
      <dc:date>2017-01-10T12:21:31Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6797375#M7067</link>
      <description>&lt;P&gt;Hi Patrick,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;First follow&amp;nbsp;Dan's instructions by copying the oculus_vr folder from the oculus template&amp;nbsp;and adding the code to the settings.ini. Then copy the global.script_flow_nodes file from the oculus template&amp;nbsp;and over write your basic one.&amp;nbsp;Then finally take the project.lua file from your oculus_vr folder (scripts\lua)&amp;nbsp;and change the Project.level_names to point to the levels in the basic game, then copy that project.lua over the one in the basic and that will work.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;the global.script_flow_nodes file fixes any issues with the new flow scripts for the touch controllers, adding that removes the errors you get when you copy over the oculus_vr folder from the oculus template.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;The project.lua file removes all the functionality of the xbox controller, it is the one that needs to be fixed. But I was just happy to be able to get the rift running within the basic project.&lt;/P&gt;</description>
      <pubDate>Wed, 11 Jan 2017 06:30:59 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6797375#M7067</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-11T06:30:59Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6798468#M7081</link>
      <description>&lt;P&gt;You should find the HMD stuff in the level flow. &amp;nbsp;Right Click &amp;gt; DropDown and look for the Oculus. &amp;nbsp;You MUST be working in the Oculus&amp;nbsp;template to get these flow nodes.&lt;/P&gt;</description>
      <pubDate>Wed, 11 Jan 2017 15:17:23 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6798468#M7081</guid>
      <dc:creator>paul.kind</dc:creator>
      <dc:date>2017-01-11T15:17:23Z</dc:date>
    </item>
    <item>
      <title>Re: Oculus Rift Templates - Xbox Controller - nolonger working</title>
      <link>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6801060#M7108</link>
      <description>&lt;P&gt;Hi guys,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm still really struggling with this. I want to try Dan's method of essentially linking the oculus headset and camera to a unit that is moved by the xbox controller.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm trying to do this in the unit's flow, but cannot get it to work. Here s a pic a my flow:&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;span class="lia-inline-image-display-wrapper lia-image-align-inline" image-alt="UnitFlow.jpg" style="width: 705px;"&gt;&lt;img src="https://forums.autodesk.com/t5/image/serverpage/image-id/310583i5A5649F6B3EB7838/image-size/large?v=v2&amp;amp;px=999" role="button" title="UnitFlow.jpg" alt="UnitFlow.jpg" /&gt;&lt;/span&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm just using a keyboard input to drive the movement just to test it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Can anyone help?&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;</description>
      <pubDate>Thu, 12 Jan 2017 13:49:00 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/stingray-forum-read-only/oculus-rift-templates-xbox-controller-nolonger-working/m-p/6801060#M7108</guid>
      <dc:creator>Anonymous</dc:creator>
      <dc:date>2017-01-12T13:49:00Z</dc:date>
    </item>
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