Open nocanwin opened 5 years ago
Here is my solution. In C:\Program Files (x86)\Steam\steamapps\common\SteamVR\drivers\htc\resources\input\tracker, edit vive_tracker_camera_profile.json and vive_tracker_chest_profile.json, after "/input/power" section, add other input sections like this: "/input/trigger" : { "type" : "button", "order" : 2, "binding_image_point" : [ 80, 110 ] }, "/input/grip" : { "type" : "button", "order" : 3, "binding_image_point" : [ 110, 110 ] }, "/input/thumb" : { "type" : "button", "order" : 4, "binding_image_point" : [ 90, 80 ] }, "/pose/raw" : { "type" : "pose", "binding_image_point" : [ 100, 90 ] } So, you get not only trigger input source, but also grip and thumb input for tracker role camera and chest. After this, restart your steamvr, and you will find button input options you want when selecting your track to camera and chest role. And I am pretty sure they can be bound to unity3d with steamvr plugin 2.1.5b2 https://github.com/ValveSoftware/steamvr_unity_plugin/releases
You may also delete default, platform and buggy actionset, to make unity auto bind your own actionset, just for convenience.
However, as there are only 10 tracker roles now, still I can not manage making 12 tracker or more work with trigger event. Although their input info can be clearly observed in biding UI input debugger. How frustrating...
Thanks, I'll take a look. Hopefully we get official support soon.
Thanks @dhjhero this work. Works on v2.0.1 of the plugin.
Currently only the left hand and right hand trackers have support for binding actions, but we need to get input from more than two trackers. If there are more than 2 devices assigned as "In Hand" then the system picks two and ignores input from the others. Please stop filtering this input or as a work around allow non hand trackers to have actions assigned.
This is our use case. We are creating a training application. The user has 4 tracked devices that send trigger pull input through the pogo pins. A gun, taser, flashlight and pepper spray.