Open joemarshall opened 5 years ago
Hey Joe,
Don't quote me on this, but I believe the new input binding system is supposed to allow this. For example (you can test this yourself) you're able to boot up a game, and bind the gamepad joystick input onto the same axis as the trackpad/thumbstick of a VR motion controller. This allows you to move in games via both the motion controller trackpad/thumbstick AND the the gamepad at the same time.
I've been working this an industry partner on a similar controller input type (rather than a treadmill, it's a VR chair that tilts for input) but the custom driver that we've developed doesn't seem to work with the new input binding system, and I know some other developers are struggling with the exact same thing.
On my setup it seems that I can choose which device to use for input in each game, but I can only ever see the mapping interface for that device, I can't see and map multiple devices at once?
So from my experience, you're able to go and map each one individually, and if you launch a game you can then go into the input debugger (button at the bottom right of the binding screen) to view all of the games bindings (on the left).
Note: Ensure you enable debugging options in Steam VR settings > developer (enable debugging options in the input binding user interface).
Here you can see the button bottom right and that I've bound the left trackpad/thumbstick value to the gamepad right thumbstick.
Upon launching the game I made bindings for (Fallout 4 VR), you can see in the input debugger that the Left Trackpad/Thumbstick Value that the game receives from Steam VR is comprised of both the Oculus Rift's Joystick, and the Gamepad's Right Joystick as bound.
that's brilliant, I didn't know about that debug interface, and I only played with it a bit back, looks like they've made it work with multiple devices. I'll have to play with that.
Joe
On 25 Oct 2018 5:48 p.m., SamRelativeDimensions notifications@github.com wrote:<br typ
So from my experience, you're able to go and map each one individually, and if you launch a game you can then go into the input debugger (button at the bottom right of the binding screen) to view all of the games bindings (on the left).
Note: Ensure you enable debugging options in Steam VR settings > developer (enable debugging options in the input binding user interface).
Here you can see the button bottom right and that I've bound the left trackpad/thumbstick value to the gamepad right thumbstick. [image]https://user-images.githubusercontent.com/32271864/47516294-0d45f400-d87d-11e8-811b-5ed7b9782cab.png
Upon launching the game I made bindings for (Fallout 4 VR), you can see in the input debugger that the Left Trackpad/Thumbstick Value that the game receives from Steam VR is comprised of both the Oculus Rift's Joystick, and the Gamepad's Right Joystick as bound. [image]https://user-images.githubusercontent.com/32271864/47516703-0ec3ec00-d87e-11e8-9bed-e30a71011242.png
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I have a device driver for a treadmill device, which I want to map to moving forward in games (which is on one of the controller touchpads), whilst not losing the rest of the vive controller functionality.
I can see all the controllers just fine and dandy, but in the mapping interface, I think I can only choose to use one controller for input to each game?
I'm currently stuck with using a solution with openvr input emulator, which means problems every time steamvr updates, etc. I was hoping with the new update we could just use the mapping features.
Am I right that you can't map across devices? Or am I doing something stupid? If not, is this a feature that is going to happen - it would seem like for a bunch of new devices, particularly motion things, but also other alternative controllers, one might want to use a mix of traditional controllers along with the new devices.?