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Question Disabling the default trigger and grip haptic pulse for OpenXR/SteamVR using XR Interaction Toolkit

Discussion in 'VR' started by jkeogh1413, Apr 4, 2023.

  1. jkeogh1413

    jkeogh1413

    Joined:
    Nov 27, 2014
    Posts:
    1
    Unity 2020.3.43f1
    XR Interaction Toolkit v2.1.1
    OpenXR Plugin v1.6.0

    Game: Snapshot VR, which is built for both SteamVR and Quest standalone, and this issue happens when playing via SteamVR using the Oculus Quest 2 via the Link Cable (it may happen on other devices, but the issue did not repro with Vive Controllers, Index Controllers, or in Quest standalone)

    Issue:
    I believe my issue is similar to the one mentioned here:
    https://forum.unity.com/threads/weird-haptic-event-on-trigger-grip-button-press.1120357/

    Our players prefer the trigger activation point be closer to the bottom of the trigger pull, so that they can repeatedly pull the trigger without a full trigger release.

    We set up a Trigger Action that's set as Pass Through, Axis
    The binding is set to Press, Press Only, Press Point of 0.75.

    When entering any scene while running the game via SteamVR, a default haptic pulse is present for both the trigger and grip buttons. The haptic pulse activates on pull and release at the default activation point. This confuses our players because they feel this default haptic and expect the gun to shoot, but the trigger activation point is lower on the axis.

    How can we disable this default haptic, and only have the controllers trigger haptics that are explicitly sent from our code via `SendHapticImpulse`?
     
    Last edited: Apr 4, 2023
  2. FrancoEvett

    FrancoEvett

    Joined:
    Mar 6, 2019
    Posts:
    1
    Hi jkeogh1413, Did you solve this? I would love to know how to do this its really annoying me