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All Discussions > Beta Feedback > Topic Details
Kavukamari Jan 11, 2023 @ 3:33pm
[Suggestion] Steam Input: "Virtual Menu Command" (Additional, powerful way to use virtual menus)
The current implementation for virtual menus is very useful, but a frustration I've had with it is that the way I want to use it clutters up my Action Sets. This feature would alleviate this issue, and make virtual menus more powerful in general, allowing for a wider variety of use-cases

Desired Implementation:
  • Feature: add the ability to use Virtual Menus as a typical command
  • Add "Virtual Menus" tab when choosing a command for an input
  • when a virtual menu is chosen as a normal Command, add "Activation Axis" option in its settings to choose which control axis moves the virtual menu cursor
  • optional: in preview and vmenu overlay add icon showing which activation axis controls the virtual menu by the menu name ("LB: Weapon Wheel(RS)")
  1. choose desired button to set to a vmenu
  2. choose the "Virtual Menus" Tab and choose your desired menu
  3. in the settings for the virtual menu, select the desired axis to control the menu with in the new dropdown, selecting from axes like gyro, trackpad, button pad, thumbstick, etc
  4. return to the game
  5. hold the command button. the virtual menu should appear indicating which axis to control it with
  6. use the specified axis to select the desired item from the menu

Current Implementation:
  • This functionality currently exists by way of a workaround:
  1. add an action layer for the current action set
  2. set the desired input command to be "hold action layer" for the new layer
  3. in the new action layer, set the desired axis (dpad, gyro, thumbstick, etc) command to be the virtual menu
  • this will allow you to use a "normal" input to control a virtual menu

Current Issues:
  • the virtual menu won't appear until the axis is interacted with (move the thumbstick, jiggle the gyro, touch the trackpads, press the joystick)
  • the namespace of the action sets gets cluttered, making the control profile more difficult to maintain and more difficult for users to understand how their profile works

Use Case:
  • having virtual menus as a typical command expands the ability for users to use the menus
  • nested menus become possible by using virtual menus as commands inside other virtual menus
  • expand functionality of normal inputs by binding virtual menus to them
  • avoid cluttering the action set namespace
  • cleaner and simpler control profiles

Closing Thoughts:
I hope it's possible to implement this, I think that it would be a very useful feature, widely used by advanced control profile makers. In my opinion, this is a much more sensible way to perform this than the workaround described earlier. Thank you for your time.
Last edited by Kavukamari; Jan 11, 2023 @ 3:34pm
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mariovic20 Jan 11, 2023 @ 10:45pm 
this latest update just screwed up all my configurations they group together the wrong keys and also it doesn't display the commands on screen!! I DONT LIKE THIS!!!.....well back to the old ui :steamfacepalm:
Kavukamari Jan 14, 2023 @ 10:25pm 
an addendum to this: if the "activation axis" is added with its default option being "Input Axis" or something similar, then it won't break previous compatibility, that option can just be the same input that was used to open it in the first place, that way its current functionality can stay the same when not used in this context
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All Discussions > Beta Feedback > Topic Details
Date Posted: Jan 11, 2023 @ 3:33pm
Posts: 2