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Question by timobugz3 · Feb 24, 2020 at 03:36 PM · c#inputvraxistouchpad

Htc Vive can't get axis from touchpad input

Hi,

I am trying to use the htc vive touchpad to control the speed the player is moving at by sliding your thumbs up and down the touchpad.

I have created a walking actionset with a vector2 action named Walk

Then, I bind it to the my left vive controller touchpad's position alt text

I created an empty object named ActivateWalking and load a script "SteamVR_Activate Action Set On Load" in it. And i load a script named "MovementController" into my Controller(left) under CameraRig under Player alt text I tried two ways of getting the axis 1) Call the AddOnChangeListener

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.XR;
 using Valve.VR;
 using Valve.VR.InteractionSystem;
 
 public static class ExtensionMethods
 {
     public static float Remap(this float value, float from1, float to1, float from2, float to2)
     {
         return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
     }
 }
 
 public class MovementController : MonoBehaviour
 {
     public SteamVR_Action_Vector2 walkAction;
     public Valve.VR.InteractionSystem.Hand hand;
     public float speed;
     public GameObject player;
 
     private void OnEnable()
     {
         if(hand == null)
             hand = this.GetComponent<Valve.VR.InteractionSystem.Hand>();
 
         if(walkAction == null)
         {
             Debug.LogError("<b>[SteamVR.Interaction]</b> No walk action assigned", this);
             return;
         }
 
         walkAction.AddOnChangeListener(OnWalkActionChange, hand.handType);
     }
 
     private void OnDisable()
     {
         if (walkAction != null)
             walkAction.RemoveOnChangeListener(OnWalkActionChange, hand.handType);
     }
 
     private void OnWalkActionChange(SteamVR_Action_Vector2 actionIn, SteamVR_Input_Sources inputSource,Vector2 axis, Vector2 delta)
     {
         
         Debug.Log($"Coordinate obtained = {delta.y}");
         float sf = delta.y;
         if (Mathf.Clamp(sf, -1, 1) == sf)
         {
             sf = sf.Remap(-1, 1, 0, 2);
             Walk(sf);
         }
     }
 
     private void Walk(float speedFactor)
     {
         Quaternion rotation;
 
         InputDevice hmd = InputDevices.GetDeviceAtXRNode(XRNode.CenterEye);
         if (hmd.isValid)
         {
             if (hmd.TryGetFeatureValue(CommonUsages.centerEyeRotation, out rotation))
             {
                 Debug.Log("rotation is " + rotation);
                 player.transform.position += rotation * Vector3.forward * speed * speedFactor * Time.deltaTime;
             }
         }
     }
 
 }

2) To use SteamVR_Input.GetVector2 in updates

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.XR;
 using Valve.VR;
 using Valve.VR.InteractionSystem;
 
 public static class ExtensionMethods
 {
     public static float Remap(this float value, float from1, float to1, float from2, float to2)
     {
         return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
     }
 }
 
 public class MovementController : MonoBehaviour
 {
     public SteamVR_Action_Vector2 walkAction;
     public Valve.VR.InteractionSystem.Hand hand;
     public float speed;
     public GameObject player;
 
     private void OnEnable()
     {
         if(hand == null)
             hand = this.GetComponent<Valve.VR.InteractionSystem.Hand>();
 
     }
 
 
 
     // Update is called once per frame
     private void Update()
     {
         Vector2 sf = SteamVR_Input.GetVector2("walking", "Walk", hand.handType);
         float speedFactor = sf.y;
         speedFactor = speedFactor.Remap(-1, 1, 0, 2);
 
         Quaternion rotation;
 
         InputDevice hmd = InputDevices.GetDeviceAtXRNode(XRNode.CenterEye);
         if (hmd.isValid)
         {
             if(hmd.TryGetFeatureValue(CommonUsages.centerEyeRotation,out rotation))
             {
                 Debug.Log("rotation is " + rotation);
                 if (Input.GetKey(KeyCode.W))
                     player.transform.position += rotation * Vector3.forward * speed * speedFactor * Time.deltaTime;
             }
         }
 
     }
 
 }


They both give me an error of

NullReferenceException: Object reference not set to an instance of an object

May someone tell me how could I fix that? Thank you.

binding.png (132.2 kB)
script-location.png (243.3 kB)
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avatar image rh_galaxy · Feb 25, 2020 at 10:36 AM 0
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Don't know if it will help you but when I get an axis with S$$anonymous$$mVRInput I do this.

 S$$anonymous$$mVR_Actions.default_Throttle.GetAxis(S$$anonymous$$mVR_Input_Sources.Any)

Where default_Throttle is the name of the actionset and the action.

avatar image timobugz3 rh_galaxy · Feb 25, 2020 at 02:04 PM 0
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I don't know why but it works. Thank you so much.

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Answer by timobugz3 · Feb 25, 2020 at 09:26 AM

When I call "AddOnChangeListener", is there anything that I should put for "Vector2 axis" of the "OnWalkActionChange" function?

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Answer by rh_galaxy · Feb 25, 2020 at 02:46 PM

When using SteamVRInput in unity it defines and compiles code special for your Actions and Actionsets.

You can then do

 SteamVR_Actions.default_Throttle.GetAxis(SteamVR_Input_Sources.Any) //axis
 SteamVR_Actions.default_Fire.GetState(SteamVR_Input_Sources.Any) //button

Where default_Fire is the name of the Actionset_Action. You set the definitions in Window->SteamVR Input and then you have to bind them in the steam UI.

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avatar image timobugz3 · Feb 26, 2020 at 10:24 PM 0
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Thanks. I tried GetAxis and GetState for two actions respectively and they both function. What I still do not understand is why hand.handType is causing problem. I learnt to put it as a input from the Planting Tutorial ai$$anonymous$$g to introduce unity game developer to the new s$$anonymous$$mvr 2.0 interaction system. link text

$$anonymous$$aybe its because I also include UnityEngine.XR class, so it is confuse whether I am calling S$$anonymous$$mVR_Interaction.hand or XR.hand

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