SteamVR Knuckles Driver

SteamVR Knuckles Driver

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The new SteamVR Input System and Unity
By Keith
Get started with Knuckles EV3, Unity, the new SteamVR Plugin for Unity, and the SteamVR Input System. This guide will walk you through starting a new project, adding actions, binding them, and making a build.
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This tutorial has been moved and is being updated at our github documentation site here: https://valvesoftware.github.io/steamvr_unity_plugin/tutorials/SteamVR-Input.html




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31 Comments
石榴姐 Jan 14, 2019 @ 12:36am 
Hello!
In my application, I use two tracker dongles and one HMD to connect four controllers. Here comes the problem: how can I get input data of four controllers?
Because no matter how I try, I can only get two controllers' input data, which is left and right hand controller. Is there any way I can get all of the controllers' input data?
please help!!!:steamsad:
seano Dec 19, 2018 @ 8:36pm 
Hi Keith. Do you know if it is it possible to define rules on trigger input components to fire application actions when the trigger input component value crosses a certain threshold? I thought I'd be able to, say for example in moondust, to be able to enable the Grip Action when the trigger got past say 0.7 - but I don't see a way to do that (specify 0.7) in the bindings GUI.
unityraptor Dec 9, 2018 @ 3:28am 
Hey all,

Does anyone knows how to create specific bindings for a game for controllers we don't own.

I want to create default bindings in Tales of Glory for WMR users (Holographic controller) but we can't select these controller in the UI unless we have them.


Hope anyone can point me in the right direction

Thanks,

Jay
chibitotoro Nov 22, 2018 @ 7:36am 
I've gotten things to work as described here using the default action set, but if I create my own action set from scratch and bind my own newly created actions to them, save, replace default binding and select binding afterwards, it shows up as current binding in the browser but going back to Unity, none of the actions are firing.
vijaykiran Nov 21, 2018 @ 7:28am 
What happened to steamvr_laserpointer.cs in steam vr 2.0? Is it removed on purpose? The Readme file doesn't say anything about it.
clement_auger Nov 14, 2018 @ 8:45am 
apio, did you tried to remove and reimport SteamVR ?
Also, didn't you forgot to enable VR mode on Unity ?
dvdimagen Nov 14, 2018 @ 5:34am 
Hi , Could I get the Planting Unity project example? Would it be possible? Thanks
dvdimagen Nov 13, 2018 @ 11:27am 
Hi. I am working with HTC Vive and Rift and since that my English is little, I would learn better if I can see some Video tutorials examples about this Steam VR plugin for Unity changes. Do you think add some of them? Thanks
apio9009 Nov 12, 2018 @ 12:10pm 
SteamVR Input is not showing up under the windows menu... any suggestions?
Nico Nov 9, 2018 @ 1:23pm 
I´m also having lots of errors like these ones

GetPoseActionData error (/actions/default/in/SkeletonLeftHand): InvalidHandle handle: 1152984795244921077
UnityEngine.Debug:LogError(Object)
Valve.VR.SteamVR_Action_Pose:UpdateValue(SteamVR_Input_Sources, Boolean) (at Assets/SteamVR/Input/SteamVR_Action_Pose.cs:96)
Valve.VR.SteamVR_Action_Skeleton:UpdateValue(SteamVR_Input_Sources, Boolean) (at Assets/SteamVR/Input/SteamVR_Action_Skeleton.cs:75)
Valve.VR.SteamVR_Input:UpdateSkeletonActions(SteamVR_Input_Sources, Boolean) (at Assets/SteamVR/Input/SteamVR_Input.cs:487)
Valve.VR.SteamVR_Input:UpdateSkeletonActions(Boolean) (at Assets/SteamVR/Input/SteamVR_Input.cs:462)
Valve.VR.SteamVR_Input:LateUpdate() (at Assets/SteamVR/Input/SteamVR_Input.cs:352)
Valve.VR.SteamVR_Behaviour:LateUpdate() (at Assets/SteamVR/Scripts/SteamVR_Behaviour.cs:214)