(disclaimer: i've vaguely heard steamvr's controller binding menu is pretty trash and could mess things up just from poking at it, but i've only had it glitch out on me once or twice)Īs far as i know, it sounds like you need to find your way into the bindings options for that specific game (should be under steamvr settings->controllers->bindings somewhere, not sure where though) and set an unused touchpad directional button-press (or w/e other button) to something like 'move/strafe vector2', which will likely only be an option under that specific game's controls. that's a really good place for someone to start if they're confused. True about the preconfigured bindings from other people, though. "To enable touchpad movement for Vive Wands you must bind the Move/Strafe Vector2 action to the touchpad in SteamVR Input." I found that the easiest option is to use a popular preset that someone already made. I had a nightmare configuring Vivecraft's bindings back when I had vive controllers. Smooth locomotion is a toggle you turn on in Vivecraft settings. I will just turn my body.Īny idea? This isn't really related to SteamVR. I don't need the ability to strafe or turn. I want to change my controller so that touching the top of the left touchpad moves me forwards and touching the bottom of the left touchpad makes me back up. I have found the place in SteamVR settings where you can rebind the controller settings but I cannot find anything that says Move/Strafe Vector2. That might as well be written in Chinese. You should then relocate any actions bound to touchpad presses to something else." To enable touchpad movement for Vive Wands you must bind the Move/Strafe Vector2 action to the touchpad in SteamVR Input. Controllers with a joystick will default to this type. "Can I use touchpad-based analog movement? However, by default VR wand controllers with a touchpad can only use teleport movement. Any help would be appreciated.Originally posted by LostManAbroad:Okay, so I recently discovered Vivecraft. If I do need full body, is there a way to tweak it so that this would be semi-functional? I'm not a very techy software-heavy guy, and it was tough enough getting Playspace to work. I can't find anything on the internet confirming this, but it would be really unfortunate if that was the case because I don't want to spend an extra $350 on it. I heard through the grape vine that PlayspaceMover will not function properly with the avatar following your perspective unless you had full body tracking. Like seen in the picture (this is a fullbody functional avatar btw). It would follow me on the X and Y axis, but not the Z, like if I went into the air, I would see my avatar stay on the ground. However, it did not function as intended because although I could rapidly alter my perspective, my avatar itself would not follow me. I strictly adhered to this YT tutorial for guidance: And after many frustrating attempts of troubleshooting, I eventually got PlayspaceMover to work within VRChat. So I spent 90 minutes last night installing OpenVR Input Emulator, OpenVR Advanced Settings, and PlayspaceMover for VRChat because why not? I had gotten my HTC Vive recently and I had already played hundreds of hours of VRChat on desktop, so I wanted to take full advantage of the thing.
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