Skip to content

Commit

Permalink
Merge remote-tracking branch 'origin/master'
Browse files Browse the repository at this point in the history
  • Loading branch information
microdee committed Jun 4, 2023
2 parents 39bf8b3 + d5d0642 commit f68d8c4
Show file tree
Hide file tree
Showing 3 changed files with 31 additions and 30 deletions.
44 changes: 30 additions & 14 deletions DISCLAIMER.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,25 +4,41 @@ After I released this plugin to the marketplace it came to my knowledge that 3D

TDxUnrealEditor is installed automatically when you install or update the official drivers. Functionality-wise it matches this plugin. When both plugins are installed at the same time the behavior is undefined and I cannot guarantee that both would work as expected. Probably the simultaneous presence of both plugin would cause many interaction glitches. Here's how they compare to each-other:

| | TDxUnrealEditor | SpaceMouse for UE |
| -: | :-: | :-: |
| Open-Source | ❌ <sup>[1](#f1)</sup> ||
| Unified 3DxWare features/navigation | ✔ <sup>[2](#f2)</sup> ||
| Custom navigation scheme for Unreal |||
| Control any 3D viewport in the editor <sup>[3](#f3)</sup> |||
| Supports Windows |||
| Supports Linux |||
| Supports Mac |||
| 3DxWare bindings for Unreal |||
| Button binding through editor preferences |||
| Respect and set camera speed of viewport |||
| Automatic camera speed depending on surroundings |||
| Configurable deadzone and reaction curvature | ❌ <sup>[4](#f4)</sup> ||
| Control Ortho viewports | ❌ <sup>[7](#f7)</sup> ||
| Piloting scene cameras and actors | ❌ <sup>[5](#f5)</sup> ||
| Runtime support for packaged games || ✔ <sup>[6](#f6)</sup> |
| Orbitting navigation |||
| Flying navigation |||
| Keep Horizon ("Helicopter" mode) |||
| Save views for recalling later |||

Further differences

| TDxUnrealEditor | SpaceMouse for UE |
| - | - |
| Not open-source, not even the UE4 specific part <sup>[1](#f1)</sup> | Fully open source, including the HID implementation (HIDAPI) |
| Full 3DxWare feature support <sup>[2](#f2)</sup> (obviously) | Doesn't know about 3DxWare |
| Unified control scheme for all apps implementing 3Dx Navlib | Custom navigation scheme requires Unreal specific configuration |
| Only controls the main editor viewport | It can control any 3D viewport in the editor <sup>[3](#f3)</sup> |
| Better orbit/object mode implementation | Orbit/object mode is experimental |
| I guess cross-platform at least on macOS <sup>[4](#f4)</sup> | So far Windows only |
| Better orbit/object mode implementation | Orbit/object mode is more barebones |
| Configurable via 3DxWare | Configurable from UE4 Editor Preferences |
| 3DxWare can bind Unreal Editor functions to buttons | SpaceMouse buttons are bindable to editor functions in Unreal |
| Speed is configurable via 3DxWare | Reads and modifies camera speed set for the viewport |
| No curvature or deadzone configuration <sup>[5](#f5)</sup> | Configure deadzone or curvature from Editor Preferences |
| Doesn't support real ortho viewports | Controls ortho viewports too |
| Cannot pilot actors | Can pilot actors |
| Only functions in Editor | Functions both in Editor and Runtime via a BP node |
| Fit selection to viewport is implemented by 3DConnexion | Uses vanilla Unreal fit to viewport function (F key) |

* This is not a complete list, and it might change with updates
* <a name="f1">1</a> because of this I couldn't compare implementation differences
* <a name="f2">2</a> This also allows you to sync your preferences accross multiple applications, SpaceMouse for UE obviously cannot provide or read that.
* <a name="f3">3</a> Including skeletal and static mesh editors, material preview, niagara editors, or really anything which provides a camera to control
* <a name="f4">4</a> This is only an assumption of mine.
* <a name="f5">5</a> Not to my knowledge anyway.
* <a name="f4">4</a> Not to my knowledge anyway.
* <a name="f5">5</a> They're working on it though.
* <a name="f6">6</a> Both via Blueprint and the Input framework
* <a name="f7">7</a> Last time I've seen it didn't do that.
14 changes: 0 additions & 14 deletions MAC.md

This file was deleted.

3 changes: 1 addition & 2 deletions README.md
Original file line number Diff line number Diff line change
Expand Up @@ -146,8 +146,7 @@ If for any reason you cannot use this plugin as a submodule and you want to make

## Note on macOS support

macOS is not yet supported due to a roadblock I'm super frustrated about. Anyway it treats space mice as regular 2D mice before 3DxWare is installed. This means the OS prevents other programs accessing their HID data via the `HIDManager` to fight keyloggers, so they need the official drivers, which unfortunately don't want to cooperate with me as of the time of writing.
[See installation instructions](MAC.md)
3DConnexion claims to have Mac support for their official plugin now. In light of that Mac support is no longer persued and if you want to use your Space Mouse on Mac with Unreal Engine you should install their official plugin. This plugin keeps support for Windows and Linux (reportedly).

## Known issues:

Expand Down

0 comments on commit f68d8c4

Please sign in to comment.