Open antrobot1234 opened 11 months ago
As a quick sanity check, @antrobot1234 - does the thumb on your avatar move in response to touching your joystick?
There is also a setting in the settings menu to debug input bindings. Could you enable that, and see if it is being properly read there?
Works properly for me - Quest 3 via Airlink and Oculus runtime.
I remember this issue. It would work with another user on a Rift CV1. But me on Quest 2 via airlink it wouldn't ever show true. But my avatars thumb did move when my finger went on the spot. That was a long time ago though.
From my experience this issue is only present when playing on a Meta/Oculus headset through steamVR, and doesn't show up when playing directly through Oculus. This explains why it only shows up for some people, as some people use Oculus directly, and some use steamVR. I have been playing on quest for my entire time playing Resonite and the previous platform and was always under the impression that the thumbrest input was just broken, but the one time I tried playing it through oculus directly it worked fine. So the issue seems localized to running Resonite through steamVR
Might it be that SteamVR just doesn't pass that input properly or is emulating the other type of controllers?
The thumb moves but the Quest 2 thumb rest has never worked with the node even back in LogiX. I remember having the same frustration. The avatar's thumb moves to a different position from any of the other touch buttons but does not pass a true on the node.
I saw in a SteamVR Beta update released today:
Oculus:
- Hooked up thumbrest input for Touch controllers.
This sounds like it may have resolved this issue. If someone could test, and verify, this issue can be closed out. @antrobot1234 @shadowpanther @Nammi-namm @amplified1 @WayaShinzui.
I saw in a SteamVR Beta update released today:
Oculus:
- Hooked up thumbrest input for Touch controllers.
This sounds like it may have resolved this issue. If someone could test, and verify, this issue can be closed out. @antrobot1234 @shadowpanther @Nammi-namm @amplified1 @WayaShinzui.
I had to manually hook it up in steam bindings but it works. idk how modifying the default steamvr binds works from the developer side, but if that is fixed, this issue will be resolved
Can this issue be renamed to clarify the current issue, being that the game's default steamvr bindings don't have the thumb-rest connected. @shiftyscales
Wait- I just noticed- what is the functional difference between "thumbrest" touch and "joystick" touch, @amplified1? What part of the Touch controllers are considered to be the "thumb rest"? I looked it up but I don't think my model of Touch Controllers even have that input?
I have the Quest 1 Touch Controllers.
Otherwise, yeah- I see the relevant bindings inside of SteamVR and they should probably be hooked up regardless- I'm curious about the discrepancy between models of the Oculus Touch controllers though- was the thumb rest something they added later?
Wait- I just noticed- what is the functional difference between "thumbrest" touch and "joystick" touch, @amplified1? What part of the Touch controllers are considered to be the "thumb rest"? I looked it up but I don't think my model of Touch Controllers even have that input?
I have the Quest 1 Touch Controllers.
Otherwise, yeah- I see the relevant bindings inside of SteamVR and they should probably be hooked up regardless- I'm curious about the discrepancy between models of the Oculus Touch controllers though- was the thumb rest something they added later?
the thumb rest was specifically omitted from the quest 1 controllers, but has been present in every touch controller before and after, on the quest 2 and original touch controllers it is a little circle of rough material on the face of the controller, and on quest 3 and pro it's an invisible capacitive sensor on the curved empty area of the face of the controller next to the buttons
Curious for your thoughts on how to best handle this, @Frooxius.
Based on what I've learned about this issue- there are a few points to consider:
CV1
instead of QuestAndRiftS
just stumbled on this issue a swell. i think touch controllers should stay as a single node for touch controllers as ease of use reasons and extend a "ThumbRestForce" set to 0 for ones that don't have it, and relying on the type.
How would that work in the case of an end-user making something that relies on the thumb rest input, @jeanahelver? If their tool, etc. required use of it and I don't have it- then I wouldn't be able to use that functionality.
The point of having controller nodes is supposed to be that any controller which fits that definition should have access to every input for that type of controller. This is why the standard controller has the inputs it does- a standardized set of inputs that every device should have access to.
If the user would have to specify a condition based on the type enum of the controller used- then they may as well just use a separate node for that controller type outright.
Quest 2, 3, and Pro controller owner here On the quest 2 the thumbrest is the discolored circle to the inside of the controller (in the flat space) On the 3 and pro it is the slanted portion of the face (pro has an unused mousepad like feature that meta never exposed to the API)
The oddity of this particular spot is that the VRIK does respond to users using the thumbrest, but the Protoflux node does not. Which is the main reason why I am annoyed that this is broked because I want to be able to setup gestures but I cant
I have seen this same issue.
The oddity of this particular spot is that the VRIK does respond to users using the thumbrest, but the Protoflux node does not. Which is the main reason why I am annoyed that this is broked because I want to be able to setup gestures but I cant
Iirc the fingers respond because of the Steam skeletal stuff. I'm guessing Steam can see the input but it wasn't getting passed to the game?
Also I swear I read somewhere you can now manually add it to your Steam binding for Resonite and it should passthrough to the node now? I could absolutely be misremembering though and have not tested it yet myself. ADHD go brrr...
yep, once i figure out how to share my map here to make it work i will
EDIT: Custom Map published to Steam, search "Quest 2/3/Pro Thumbrest Support"
@shiftyscales apologies for the direct mention The fix is simply actually mapping the thumbrest_touch in the SteamVR default layout
Sounds like this issue has everything it needs, @Frooxius @ProbablePrime - sounds like a fairly simple tweak to the default SteamVR bindings for Oculus Touch controllers.
Unfortunately I don't have later model Touch controllers that feature that input so I am unable to test it myself- but it sounds like that functionality just works after making the above recommended change.
It is mapped, I hope to see this pushed to the default steamvr bindings soon-ish
Describe the bug?
The thumbRestTouch bool output of the touch controller node does not enable when you touch the thumb rest area.
To Reproduce
open game with quest 2 (via oculus link) spawn in touch controller node and link it to your user touch the thumb rest the boolean does not toggle
Expected behavior
the boolean is supposed to toggle
Screenshots
Resonite Version Number
10.20.831
What Platforms does this occur on?
Windows
What headset if any do you use?
Quest 2 Via link
Log Files
THETOWER-XVI- - 2023.10.20.831 - 2023-10-26 16_20_29.log
Additional Context
No response
Reporters
No response