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touch controller input on OpenVR/SteamVR

Discussion in 'AR/VR (XR) Discussion' started by bzor, Apr 7, 2017.

  1. bzor

    bzor

    Joined:
    May 28, 2013
    Posts:
    31
    hi! I'm trying to map the Oculus Touch buttons in the Input Manager, and I'm having some issues reading all of the buttons. I was following the chart here:

    https://docs.unity3d.com/Manual/OpenVRControllers.html

    Here are the mappings I'm getting:

    Button.One is "A" which is "joystick button 0" in the chart
    - "joystick button 0" actually fires when I press "B"

    Button.Two is "B", but the Unity Button ID isn't in the chart

    Button.Three is "X" which is "joystick button 2" in the chart
    - "joystick button 2" actually fires when I press "Y"

    Button.Four is "Y" but the Unity Button ID isn't in the chart

    Button.PrimaryThumbstick and Button.SecondaryThumbstick work as expected (8/9)


    So with this setup I can read B and Y but not A and X.. Super confusing, am I missing something stupid here? I can't imagine the chart being wrong.. I'm on Unity 5.5 with Rift/Touch, OpenVR/SteamVR Plugin
     
  2. Gnimmel

    Gnimmel

    Joined:
    Apr 21, 2010
    Posts:
    354
    Did you ever work this out? I've just ran into the same problem.
     
  3. Wicked_Manatee

    Wicked_Manatee

    Joined:
    Sep 30, 2016
    Posts:
    15
    bump.
    Anyone have a complete chart to controller inputs in respect to using Unity's Input Manager and SteamVR asset?
     
  4. SteamFireEntertainment

    SteamFireEntertainment

    Joined:
    Oct 28, 2013
    Posts:
    4
    Still having issues , Unity 5.6
     
  5. PeterCar

    PeterCar

    Joined:
    Apr 5, 2015
    Posts:
    1
    I'm also having this issue. Has anyone learned anything more on this?
     
  6. benjaminoutram

    benjaminoutram

    Joined:
    Nov 10, 2014
    Posts:
    8
    This still seems to be an issue. I can't find anything on OpenVR inputs that is reliable.
     
  7. Tesrym

    Tesrym

    Joined:
    Dec 2, 2012
    Posts:
    59
    I came up with this: https://github.com/Tesrym/VR-Input.
    It should help you start.
    For positional tracking, use Tracked Pose Driver component for the hands. Camera tracks automatically.
     
  8. giantkilleroverunity3d

    giantkilleroverunity3d

    Joined:
    Feb 28, 2014
    Posts:
    151
    I just ran across this in my Quest development. The buttons are wonky and I can not read the hand controllers spacial positioning.
    I have tried EasyInputVR and other assets. But I want this code to be mine. I want total control over what I place in my project.
     
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