Yellow-Dog-Man / Resonite-Issues

Issue repository for Resonite.
https://resonite.com
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Supports PICO 4 hardware #468

Open orange3134 opened 1 year ago

orange3134 commented 1 year ago

Is your feature request related to a problem? Please describe.

Can you add support for PICO 4? Currently when playing Resonite using PICO 4's Streaming assistant, the A,B,X,Y buttons on the controller do not work.

The buttons can be used by setting up a Steam VR bind. However, even though the PICO 4 has a Quest style controller, the context menu and dash menu cannot be assigned to separate buttons.

Describe the solution you'd like

Please officially support PICO 4 so that users can play Resonite without having to configure their own settings.

Describe alternatives you've considered

Using Virtual desktop. Virtual desktop treats PICO 4 as a Quest, so you can play it just like a Quest.

Additional Context

No response

Chundelac commented 5 months ago

To add to this, is there anything we (PICO 4 users) can provide to make this easier to be supported? Be it logs, video recordings or sending the headset itself to froox? 😄

It is very limiting to not have access to touch events and no separation of context menu vs dash menu buttons when the button layout could just be translated to touch controller.

Zyro1331 commented 5 months ago

It is very limiting to not have access to touch events and no separation of context menu vs dash menu buttons when the button layout could just be translated to touch controller.

SteamVR has a native input emulation feature that lets you simulate other controllers if the game doesn't support it. Bindings can also be customized to add features that may have been skipped over (My use-case for this is Touch controllers now pass the Thumbrest input to SteamVR, which has to be manually added to Resonite's bindings as it's technically new and wasn't previously a thing apparently.)

I've noticed that Resonite's (or well, just FrooxEngine's) SteamVR bindings haven't changed all that much over the years, and it would be a welcoming change to have it cleaned up a little. Either by properly supporting SteamVR's input action set natively, so the bindings don't have to have every single supported controller as a separate unpopulated tab in the Bindings menu. Then it would be less confusing for those who have to change bindings and go through all the different tabs just to find what their controller is technically counted as.

Chundelac commented 5 months ago

It is very limiting to not have access to touch events and no separation of context menu vs dash menu buttons when the button layout could just be translated to touch controller.

SteamVR has a native input emulation feature that lets you simulate other controllers if the game doesn't support it. Bindings can also be customized to add features that may have been skipped over (My use-case for this is Touch controllers now pass the Thumbrest input to SteamVR, which has to be manually added to Resonite's bindings as it's technically new and wasn't previously a thing apparently.)

I've noticed that Resonite's (or well, just FrooxEngine's) SteamVR bindings haven't changed all that much over the years, and it would be a welcoming change to have it cleaned up a little. Either by properly supporting SteamVR's input action set natively, so the bindings don't have to have every single supported controller as a separate unpopulated tab in the Bindings menu. Then it would be less confusing for those who have to change bindings and go through all the different tabs just to find what their controller is technically counted as.

I do like the idea of supporting the steamVR input emulation however I would also like to point out that it would require not only the binds itself to work but also the flux nodes for different controllers as well.