Guides:SteamVR Bindings: Difference between revisions
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== Don'ts == | == Don'ts == | ||
There's certain things you can do in bindings that can cause issues. Try to avoid these when possible | There's certain things you can do in bindings that can cause issues. Try to avoid these when possible. | ||
=== Multiple actions | === Multiple actions per control source === | ||
When you bind multiple actions like this, it stops them from functioning instantaneously and makes them a bit unpredictable. <ref name=":0" /> | When you bind multiple actions like this, it stops them from functioning instantaneously and makes them a bit unpredictable. <ref name=":0" /> | ||
[[File:Multiple actions per controller.png|alt=Bad vs Good method for multiple actions via one control source|800x800px]] | |||
Revision as of 00:22, 28 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
- Open the main menu
- Go to Controls
- Select ""
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 actuator on a controller, like a joystick, trigger, button, or trackpad. |
Control source mode | 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. |
From the official docs.
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 in bindings that can cause issues. Try to avoid these when possible.
Multiple actions per control source
When you bind multiple actions like this, it stops them from functioning instantaneously and makes them a bit unpredictable. [1]
A functional use case would be setting action menu to press and quick menu to double; it introduces a small delay on the action menu input which can be interrupted by a double click to open the quick menu without accidentally opening the action menu.
Controller info & fixes
All
Can't do gestures at all
By default coming into the Input 2.0 update, gestures were set to disabled.
TODO: walkthrough showing how to enable them in the radial menu
Disabling new hand poses / finger tracking
TODO: add an image pointing out the toggle in the controls section of the main menu.
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
Vive
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.
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
Grip isn't doing hand open / Isn't clearing gestures
This seems to be an oversight with Vive Advanced Bindings, you'll need to add the Gesture_wheel_cancel_open_left & right actions to your grips as a Button press inputs.
TODO: image showing what the newly added button should look like
Index
Easier item holding / Auto Hold
HP Reverb G2
TODO: More controller types, need users with more experience on other types.