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Question by Nekroptosis · Mar 25, 2019 at 04:03 AM · inputcontrollerbinding

Vive input help

Ok so guys i have recently built a VR fly through and i have it all working on every headset except Vive and Rift. So all androids work fine now i have integrated everything needed and testing on my PC with a Vive is working showing controller tracking and everything it needs to do all i cannot seem to do i get any of the buttons working. All i want is the trigger to make the platform move when pressed. This is the code i have been using and i would appreciate if anybody could help me change the Fire1 button to the trigger on Vive controller that would be great.

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using Valve.VR;

public class PlatformController : MonoBehaviour {

 public SteamVR_Action_Boolean grabPinch; //Grab Pinch is the trigger, select from inspecter

 public SteamVR_Input_Sources inputSource = SteamVR_Input_Sources.Any;//which controller
 
 //targets
 public Transform[] targets;

 //speed
 public float speed = 1;

 //moving or not
 bool isMoving = false;

 //destination index
 int nextIndex;


 void Start()
 {
     transform.position = targets[0].position;
     nextIndex = 1;
 }
 // Update is called once per frame
 void Update()
 {
     //check for input
     HandleInput();
     //move our platform
     HandleMovement();
 
    
 }

    void HandleInput()
 {
     //check if input is used
     if(SteamVR_Input._default.GrabPinch.GetStateDown(SteamVR_Input_Sources.Any))
     {
         isMoving = !isMoving;
     }
 }

 //take care of movement
 void HandleMovement()
 {
     //if not moving exit
     if (!isMoving) return;

     //calculate distance from the target point
     float distance = Vector3.Distance(transform.position, targets[nextIndex].position);

     //have we reached it?
     if (distance > 0)
     {
         //calculate how much we need to move
         float step = speed * Time.deltaTime;

         //move to that step
         transform.position = Vector3.MoveTowards(transform.position, targets[nextIndex].position, step);
     }

     else
     {
         nextIndex++;


         //of end of targets will set back to zero
         if(nextIndex == targets.Length)
         {
             nextIndex = 0;
         }


         isMoving = false;
     }
 }

}

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