Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Join us on Thursday, June 8, for a Q&A with Unity's Content Pipeline group here on the forum, and on the Unity Discord, and discuss topics around Content Build, Import Workflows, Asset Database, and Addressables!
    Dismiss Notice

Proxies ... for Valve Index Controllers (fka Knuckes), WMR, new Touch

Discussion in 'EditorXR' started by jashan, Jan 17, 2020.

  1. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,304
    One thing I really like about SteamVR is that it abstracts the controllers and delivers the models, including information where all the buttons are located, where the handgrip is and so forth. Is there a way to dynamically use that information to create proxies for all SteamVR-supported controllers during "runtime"?

    That would be ideal ... otherwise, someone would have to rebuild all those controllers.

    Personally, during development, I'm mainly using Valve Index Controllers. Has anyone already created those?
     
  2. Oyshoboy

    Oyshoboy

    Joined:
    Jan 6, 2017
    Posts:
    19
    Same question here C:
     
    jashan likes this.
  3. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
    Posts:
    400
    At one point this is how we made used of the OpenVR SDK as it was possible to pull in the models dynamically for EditorXR. Once we needed to add tooltips / affordances (highlighted trigger/button hints) we ended up needing to have specific models for those. Perhaps revisiting this topic may reveal that we can have both as I didn't work on that system. However, at the very least, I could foresee having an option to use the dynamic controllers, possibly with the trade-off of losing tooltips.
     
    jashan likes this.
  4. jashan

    jashan

    Joined:
    Mar 9, 2007
    Posts:
    3,304
    Oh, that's cool! Did you have a look at how tooltips are handled in Valve's Interaction System?

    There was a lot of change in that area, though, when Valve moved to SteamVR Input 2.0: In SteamVR Input 1.0, input was really close to the hardware (Trigger meant Trigger), so that was also how the tooltips were hooked up. Now, with the action abstraction (Trigger or button A or clicking the joystick could be mapped to "InteractUI", and users/players can rebind everything for each app/game via a global UI in the SteamVR settings), tooltips are hooked into the actions, so that's very flexible. And of course, they have highlighting as well.
     
  5. amirebrahimi_unity

    amirebrahimi_unity

    Unity Technologies

    Joined:
    Aug 12, 2015
    Posts:
    400
    Re: abstract actions - our input prototype already works this way by defining action maps. We even have a way to allow button mappings in higher layers to filter through lower layers of an "action map stack". This is what allows multiple tools to stack on a given hand.
     
    jashan likes this.