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Question by Hatdatsat · Nov 06, 2018 at 01:37 PM · inputvrcontroller

OpenVR controllers Vive

Hello all,

I was using steamvr asset before but since the new unity vr lightweight renderpipeline is out i though trying using the openvr. So i have been looking at the docs about it: OpenVRController

But somehow my brain isnt understanding it.

I have this:

 Debug.Log(Input.GetJoystickNames()[0]);
 Debug.Log(Input.GetJoystickNames()[1]);

showing this: alt text And that is nice and all but i need the buttons i need to know when the trigger is pressed. And that i don't get I checked the Input manager that is showing oculus_gearVr.

But I need the vive input, since unity does recognize the vive controller I assume that it is able to detect the buttons somehow aswell but I dont seem to figure out how it works.

alt text

knipsel2.png (23.8 kB)
knipsel.png (7.3 kB)
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Answer by Bodhid · Nov 06, 2018 at 02:53 PM

Here is a list of each button and axis: https://docs.unity3d.com/Manual/OpenVRControllers.html

Map those button and axis id's in the input manager to use them.

Use the InputTracking class for position and rotation of thecontrollers. https://docs.unity3d.com/ScriptReference/XR.InputTracking.html

For vibration, look in the OpenVR unity plugin.

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avatar image alchemycreative · Dec 04, 2018 at 11:26 AM 1
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Aha... Thanks... Ok between you folks this is the clearest explanation of this stuff that I've seen... Does this setup on the Input $$anonymous$$anager look right to you? And if it does - any ideas why calling Debug.Log(Input.GetAxis("RightControllerV")); - constantly returns 0 ? alt text

croppedinputsettings.png (44.6 kB)
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Answer by rosssssss · Dec 04, 2018 at 11:36 AM

I've tried any combination of the "Axis" and "Joy Num" Ids to correspond to the "Unity Axis ID" in the https://docs.unity3d.com/ScriptReference/Input.GetAxis.html table. and i can't seem to get any values flowing through from the Vive controllers. IDs for the Thumbpad Horizontal and Vertical Axes should be Left 1,2 and Right 4,5

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