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Then, you "save and generate" the action set, and click "open binding UI" and go through and bind all the trackers's raw poses to the relevant pose actions.
Then you can add a SteamVR_Behaviour_Pose script to the gameobjects you want to manipulate, and set the Pose_Action to the action you created and the input source to the tracker role you want to use "I.e. "\actions\default\in\Camera" and "Camera". Then you set the origin to the CameraRig transform, and you're good to go.
Well, theoretically.
Unfortunately, this *still* doesn't work for me unless I delete the "Pose" action used by the controllers, which breaks the controllers and generates a ton of log spam. I have no idea why, and can't find documentation on how to avoid the issue. I spent a week trying to figure it out and I'm in the process of rolling back to an older version of SteamVR until there's a clear way to make it work.
I'm having some similar issues with steam vr input binding system but working with Unreal Engine 4.
I can't find a way to make this system work with my game, as I'm using 5 vive trackers and 3 are binding for inputs.
And there is NO documentation about it and it's connection with unreal.
I need help
What is the process of rolling back to a previous version of SteamVR? Is that feasible to prevent updates? From what I understand SteamVR updates without much notice.
I have tried contacting Vive and Steam developers but they haven't responded.
== John ==
>>I have tried contacting Vive and Steam developers but they haven't responded.<<
is just wrong. Vive and Valve, these are your flagship products and they don't work for over 6 months?