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If the control bar stays, then so be it. Docking every dashboard overlay or sending it to the theater screen is neat (but the app switcher button everywhere is is still debatable imo).
I essentially just wish for a way to opt out of having this control bar, but I'll explain why, just in case:
In Desktop+, the dashboard overlay is just a blank dummy to serve to get a tab and have a reference position. This is to side-step restrictions of dashboard overlay transforms and display multiple overlays while the tab is selected.
This makes the control bar useless for it. But even if I were to make the dummy be a proper overlay, I'd end up with the control bar for this overlay only, while my application may display multiple that all warrant having the same level of functionality.
Another thing is that I already provide the functionality the control bar offers on my own and display a set of buttons below the overlays as well. This also includes a custom keyboard implementation and theater screen integration, so everything is covered.
The other breakage I mentioned was related to the dummy-relative positioning, but I sorted that out on my end (in beta branch for now if you end up checking the app out, but I don't see the need).
That's me relying on implementation details of where dashboard overlays end up displayed, so it's also on me to keep correct, of course.
At the end, the bar is just a mild annoyance and source of user confusion for my application, as most buttons won't do the right thing here.
Looking forward to hearing back from you. Thanks again.
VROverlayFlags_MinimalControlBar = 1 << 26
Setting this on your dashboard overlay should allow you get the old visual style back.
You can go ahead and start setting this for now in your code -- it should not cause any issues in the interim even on the normal version of steamvr.
Since I can't see its effect yet, does that position the dashboard overlay in the old spot, same as currently stable, or does it keep the newer one, just without the controls visible? "Minimal" suggests there's still something, I guess?
Either is fine, I just have some things that are using the transform as a reference as mentioned before.
Then again, as this hasn't hit the stable SteamVR branch yet I'm not in a rush and can wait for the beta build to check myself.
1 << 26 used to be VROverlayFlags_Reserved, but it hasn't ever been something else in the public headers so I suppose nobody's been using it.
We named the flag "minimal" as we'd like to reserve the right to show some minimal elements even in this mode (although we're not currently doing so). Long term it would be preferable to give you an official way do place your overlays, to allow for better support.
Position of the dashboard overlay is also not meaningfully different from before on stable, so I just went with removing my workaround offsets on that end.
Thanks again. Interest in triggering haptics on the secondary laser pointer device for VROverlayFlags_MultiCursor is still there *wink*... but I suppose this is not the topic for that.