Open m-schuetz opened 2 months ago
It's possible to rebind the button mappings from the SteamVR binding UI, but you are still limited to a small set of inputs. I think you also need to distribute the application through Steam to be able to set up custom default bindings.
The binding UI also lets you see what modes are available for a given input when using the action manifest system. Clicking the plus sign to bind a new action brings up a list of valid modes. It even has options to show or export a binding file if you have the developer options enabled.
Hi, currently working on VR inputs and unfortunately the A button and the grip force senser return the same values for VRControllerState_t.ulButtonPressed, namely "4". Is there any way we can differentiate between them so that we can use both for different actions?
We've tried the new action manifest system but we decided to go back to the legacy system because the action manifest system is too complex, and there is a lack of documentation that helps making use of it. The action manifest system did allow us to differentiate between a and grip, but it always triggers on touch rather than actually pressing the grip, and we could not find out how to change that.
The nice thing about the legacy system is that it allows us to observe all input states, and then map them accordingly. With the action manifest system, you have to know which mode to use, but it's difficult to figure out the right mode since experimenting with controller inputs does not tell you what modes they trigger.