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/user/hand/left/pose/back
/user/hand/right/pose/back
/user/hand/left/pose/front
/user/hand/right/pose/front
/user/hand/left/pose/frontandrolled
/user/hand/right/pose/frontandrolled
/user/hand/left/pose/pistolgrip
/user/hand/right/pose/pistolgrip
I found them in binding file generated by Unreal Engine 4. So the main question is: if SteamVR supports more trackers, what names do they have.
But there's also the problem with 2.4GHz getting too crowded i you're running them wirelessly, see this[forum.vive.com] post on the Vive forums.
For the supported input source names I usually reference the SteamVR Unity plugin that Valve updates, not sure if that will work for you but it is here[github.com] anyway, just string values.
Edit: Then I realize what you listed off is likely the different action poses? But regarding that I only find "raw" as a pose in vive_tracker_profile.json so not sure where those are coming from 🤔 Or are those the inputs defined by the game?
I will shut up now, I need to eat something! 😅
Very helpful!
In UE4-genedated file there are only 8 poses:
"poses": [
{
"output": "/actions/main/in/special1",
"path": "/user/hand/left/pose/back",
"requirement": "optional"
},
...
{
"output": "/actions/main/in/special8",
"path": "/user/hand/right/pose/pistolgrip",
"requirement": "optional"
}
]
I'm pretty sure Unity SteamVR plugin is better than UE4 plugin as it's developed and updated directly by Valve. Where is vive_tracker_profile.json? I only see binding_vive_tracker_camera.json in the plugin.
I found 10 different pose paths in legacy_bindings_vive_tracker_handed_pistol.json, but now I'm not sure fhat they needed for.