Open aftrmth728 opened 3 months ago
I think SteamVR has a game controller plugin that's supposed to work, but IME it's a bit flakey? At some point I do need to add the headset button input, but the trouble is that I'd have to use IMUs (ex double tap the headset) or have some alternate Joy-Con/GameController mapping for hands-less. I feel like IMU based would be cleanest but it's a bit risky for false-positives.
I think SteamVR has a game controller plugin that's supposed to work, but IME it's a bit flakey? At some point I do need to add the headset button input, but the trouble is that I'd have to use IMUs (ex double tap the headset) or have some alternate Joy-Con/GameController mapping for hands-less. I feel like IMU based would be cleanest but it's a bit risky for false-positives.
I've tweaked some settings throughout ALVR and SteamVR but regardless of what I set I can't get pinch inputs to do anything when controllers in ALVR are set to tracked - off. In SteamVR I can see the cursor and it is following my head movements but as soon as I make a pinch input the cursor dissappears and I lose any ability to select or control SteamVR and have to restart SteamVR via ALVR. I had no VR experience prior to ALVR and Vision Pro so I'm probably missing something obvious.
oh yeah I guess that'd probably be a more sensible solution, have the pinches actually work for the headset button if hand tracking isn't used
Sometimes I'm using ALVR for media players or other applications that don't need hand tracked input and I've had a lot of issues with getting around UIs with the hand tracking. Is it possible to use only the head tracking as input (as in looking towards an item and selecting it) and no hand inputs? I've noticed that disabling controllers and hand tracking in ALVR and launching SteamVR will begin with headtracking but as soon as I use a pinch input or a controller button input SteamVR seems to break and has to be restarted.
Thanks