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Posts posted by Dario

  1. @thulasi The default bindings are found under in the SteamVR Unity plugin asset under:


    The steps above are for existing SteamVR apps - new apps or apps without any will be prompted if they want to copy these example files.


    Note for UE4 developers - the current Marketplace SteamVR Input plugin supports autogenerated bindings to avoid any manual editing/copying of binding files. Hopefully we'll see this in the Unity plugin as well soon (after all if you're manually editing json you're doing something wrong 😉 ).

  2. The latest SteamVR Unity Plugin 2.4.3 now includes the default Cosmos hmd and controller bindings. New projects will automatically support these bindings.

    But it's quite not automated yet for projects that had previous bindings.

    For existing projects with older bindings updating to the new SteamVR plugin will still require a couple manual steps:

    In your project's Assets folder:

    1) Edit Assets\StreamingAssets\SteamVR\Actions.json

        and add the following 2 bindings to the default_bindings section:

    "default_bindings": [
          "controller_type": "vive_cosmos_controller",
          "binding_url": "bindings_vive_cosmos_controller.json"
          "controller_type": "vive_cosmos",
          "binding_url": "binding_vive_cosmos.json"

    2) Copy these two files


    to  Assets\StreamingAssets\SteamVR


    Lastly if you are using joystick_cap change it to joystick_touch and trigger_cap to trigger_touch

  3. Hi, @MacBread,

    Tutorials are dated, there's now support for both cameras not just with SRWorks but with the OpenVR API as well (though I haven't checked if the SteamVR Unity plugin has been updated) - I plan to get back to this via OpenVR for Vive Pro however I do recommend that using SRWorks will be the easier route. 

    One approach is to take the textures or the quads from one or both of the eyes and simply move them to the object you want to project on.  Currently the best way to learn how the SRWorks framework works is to use the inspector during runtime to see how it's laid out and then you'll know what parts to use or copy.

    I do plan to get to new tutorials - please feel free to ask for help on getting started on the SRWorks SDK forum


    • Like 1

  4. On 7/22/2019 at 12:52 PM, Futuretown said:


    If our game uses default binding actions, can we just add cosmos controller binding files to the root of the project without any modifications?

    And if we have our own binding actions, should we modify the .json file rather than using the UI procedure to create the binding file? (because we don't have a cosmos controller)


    @Futuretown, The Valve recommended way is yes to use the UI tool in Unity to create the actions.json mapping especially if you have custom actions. The one we provided has been tested / created with the tool and covers the basic actions (the example in the SteamVR plugin and also includes the actions used in our VIU (Vive Input Utility) plugin as well.   Both plugins can generate this for you. 

    UPDATE:  You can now access the SteamVR Input plugins for Unity and UE4 without requiring to have a Cosmos to create the action mappings.






  5. ,

    There are best practices in VR, like the ones found at https://xra.org which we're a member of. As for setup of floor boundary, the more it matches your real floor the better. Yes, bounds on controllers are generally allowed to be slightly larger than the actually controllers but technically even bounds that match the mesh exactly should also work. If you're concerned about floor drift over time than make it slightly higher than the actual floor. And by slightly I mean an inch or less.

  6. If you haven't seen this yet, we have a developer blog entry introducing the Wave SDK to developers to target mobile standalone All-In-One (AIO) devices like the Vive Focus:



    It also shows how to use the VIU Unity plugin to easily maintain one code base when working on PC platforms (Vive, Vive Pro,  Oculus Rift, and more) for porting to or from Android based mobile platforms like Vive Wave, Oculus Go, Google Daydream.

    Graphics and UI porting considerations aside, when it comes to maintaining a single code base to manage all input like 3dof or  6dof controllers the only thing you need to do to switch targets to or from Windows to Android is to change your build target under File->Build Settings: 


    VIU will detect the switch and appropriately setup the correct mobile or PC platform you had set up making it easy to switch platforms to create builds. You can debug on one platform (or use the Simulator) and build for another.



    To initially set the supported platforms, go to VIU settings under Edit->Preferences:










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