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Valve Index & Input manager

Discussion in 'AR/VR (XR) Discussion' started by mcmount, Feb 12, 2020.

  1. mcmount

    mcmount

    Joined:
    Nov 15, 2015
    Posts:
    55
    I've built a lightweight movement system supporting Oculus, Vive & 2D with Unity's internal button mapping. The right system gets initialized at start. It was way easier to built own multisystem rig, as I also handles the forced in-between scenes with the same system. Keyboard and VR are also cross-supported. All working good.
    However, I don't own Valve Index and I'd like to add support to it also (fingers & buttons). I don't use SteamVR, so I would need to get input axis of the fingers & buttons with the built in system.

    I just can't seem to find any information of the Index mapping other than Unity button ID. Without able to make any tests, I'm shooting to dark.

    This is a line, which handles forward movement detection;
    if (Input.GetKey("w") || Input.GetAxis("Oculus_CrossPlatform_PrimaryThumbstickVertical") > 0.95f) doMove(1);

    How can I do the same with Valve Index controllers and especially check the fingers?

    Any help greatly appreciated!

    Win10 64bit, Unity 2019.3.06f
     
  2. hawken

    hawken

    Joined:
    Aug 22, 2013
    Posts:
    514
    AFAIK Index only works with Steam 2.0 Actions input
     
  3. mcmount

    mcmount

    Joined:
    Nov 15, 2015
    Posts:
    55
    Thanks for the info, pointless to struggle with it then! I already setup the SteamVR and actions, all working!
     
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