Guides:SteamVR Bindings: Difference between revisions
(Fixed Vive heading levels) |
(More heading fixes (aaaa)) |
||
Line 692: | Line 692: | ||
<blockquote>TODO: Location of toggle in context</blockquote> | <blockquote>TODO: Location of toggle in context</blockquote> | ||
===Disabling finger tracking=== | ====Disabling finger tracking==== | ||
Skeletal based finger tracking is enabled by default for all controller types. You can disable it in the [[Settings#Controls|Controls]] section of the [[Main Menu]] | Skeletal based finger tracking is enabled by default for all controller types. You can disable it in the [[Settings#Controls|Controls]] section of the [[Main Menu]] | ||
<blockquote>TODO: Location of toggle in context</blockquote> | <blockquote>TODO: Location of toggle in context</blockquote> | ||
===Reverting to old finger tracking=== | ====Reverting to old finger tracking==== | ||
If you prefer the old finger tracking method, navigate to the [[Action Menu#Quick Actions|Quick Actions]] section of the [[Action Menu]] and enabling Legacy fingers. <sup>(this will need to be done on a per-avatar basis)</sup> | If you prefer the old finger tracking method, navigate to the [[Action Menu#Quick Actions|Quick Actions]] section of the [[Action Menu]] and enabling Legacy fingers. <sup>(this will need to be done on a per-avatar basis)</sup> | ||
Revision as of 20:11, 30 August 2024

[Reason: No reason provided.]
SteamVR input is a universal keybind system for all controllers usable in SteamVR. Instead of binding keys like "space" to jump, VR game developers provide actions we can directly bind to inputs on SteamVR controllers. The UI also provides a way for users to find or share community bindings. [1]
Official VRChat SteamVR Input 2.0 documentation[2]
Official VRChat SteamVR input 2.0 FAQ[3]
Where
Standard method
- Open SteamVR
- Find Settings
- Select Controllers
- Set Advanced Setting to Show
- Select Show Binding UI
- Select VRChat from the list of applications
Via web browser
- Go to http://localhost:27062/dashboard/controllerbinding.html while SteamVR is running
- Select
VRChat
from the list of applications
Via VRChat
Glossary
Terms | Explanation |
---|---|
Bindings | A complete set of bindings between inputs and actions that can be saved and shared in the Steam Workshop. |
Action | Behavior that can be bound to inputs or chords, like movement, selection, or bringing up the camera or personal mirror. |
Action set | A group of actions that corresponds to a specific context, like using the menu or action menu, or global actions that are available in any context. |
Control source | A specific physical actuator on a controller, like a joystick, trigger, button, or trackpad. |
Control source mode
(Use control as) |
A mapping that defines how a control source's movements or sensors are interpreted as inputs.
For example, a trackpad can be mapped as dpad or a button, and a joystick can be mapped as joystick or scroll wheel. |
Input | A specific movement or sensor reading from a control, interpreted through a control source mode.
For example, a button's control source mode might provide touch, press, hold, or double-press inputs. |
Mostly from the official docs but with some edits for clarity.
Control Source Modes
Control Source Mode | ExpandProvided Inputs |
---|
Input Methods
Input | Usage | Types | ExpandControl Source |
---|
Actions
Every bindable Action for SteamVR controllers in VRChat. Found in VRChat\VRChat_Data\StreamingAssets\SteamVR\actions.json
(Descriptions are community created)
Action | Action Set | Description | Type | ExpandRequirement |
---|
Walkthroughs
Adding new inputs
TODO
TODO
Creating Chords
TODO
Dead zones
TODO
Trigger thresholds
TODO
Changing haptics
TODO
DPAD overlap percentage
TODO
Don'ts
There's certain things you can do to bindings that can cause issues. Try to avoid them when possible
Multiple actions per control source
When you bind multiple actions like this, it stops them from functioning instantaneously and can make them unpredictable. [1]
A functional use case would be setting action menu to Single
and quick menu to Double
; this will introduces a small delay after the single
press input which can be interrupted by a double
click to open the quick menu without accidentally opening the action menu.
Controller info & fixes
All controllers
Various fixes that are potentially globally applicable.
Can't do gestures at all
By default coming into the Input 2.0 update, gestures were set to disabled. You can enable them in them in the Action Menu.
Path: Action Menu ➜ Options ➜ Avatar ➜ Gestures
TODO: GIF navigating to toggle
Double tap is opening the Main Menu
This feature was introduced with Input 2.0. You can disable it in the Controls section of the Main Menu
TODO: Location of toggle in context
Disabling finger tracking
Skeletal based finger tracking is enabled by default for all controller types. You can disable it in the Controls section of the Main Menu
TODO: Location of toggle in context
Reverting to old finger tracking
If you prefer the old finger tracking method, navigate to the Quick Actions section of the Action Menu and enabling Legacy fingers. (this will need to be done on a per-avatar basis)
Path: Action Menu ➜ Expressions ➜ Quick Actions ➜ Legacy Fingers
TODO: GIF navigating to toggle
Default & Community bindings
TODO: guide to the binding select page with an image.
TODO: Link to SteamVR beta for a fix on community bindings (remove later when fixed)
Hard bindings reset
In rare cases, a full hard reset of your bindings may be needed due to issues with SteamVR.
TODO: Guide on process
Vive Wands
Vive is a little special, two default binding modes are available with different feature sets. (TODO: write about them)
No touch to move / Emotes are "sticky"
It's likely that you previously used Vive Advanced controls before Input 2.0. You can restore Advanced behavior you're used to by switching from Default Bindings over to the Default Advanced Bindings which can be found on the bindings select page.
TODO: Image of bindings page, focusing on Default/Advanced options
Difficulty moving
The default thresholds for movement on Vive controllers require you to hit the very edges of the touchpad. This can be changed by adjusting Dead zones.
TODO: Recommended values for Simple & Advanced
Accidental jumping
With a mix of adjustments to Overlap percentage & Dead zone on the Trackpad DPADs, you can restore pre-Input 2.0 behavior.
TODO: Recommended values for both
Physbone Posing with Grip
At time of writing (8/30/24) posing physbones is tied to the
interact
functionality and there's is no way to restore pre-input 2.0 functionality of pose via Grip without sacrificing other functionalities.Related CannyTODO: image showing what the newly added button should look like.
Unwanted Action Menu gestures
This is because the Action Menu action set is a copy of the Global action set. If you wish to keep Fist/Open hand functional but prevent the trackpad from firing emotes, you can migrate the actions of
Gesture Wheel - Disable Move
AndGesture Wheel - Disable Rotate
to Touch on their respective Buttons instead of Click. If you want to disable ALL gestures (including fist/open hand) while the action menu is open, you can delete all Gesture Wheel actions from the Action menu action set all together.Related CannyTODO: Image of bind setup
Grip isn't doing hand open / Isn't clearing gestures
You're likely missing the
Gesture Wheel Cancel Open (Left/Right)
actions on your grips as a Button clicks.
Index
Easier Object holding
HP Reverb G2
TODO: More controller types, need users with more experience on other types.