OpenVR2Key
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v57 Broke Oculus bindings for me
when I went to change bindings, it had default controller bindings, and in the bindings windows, there were two copies of the program. the second one (not linked to by steamvr settings) had the custom bindings. v55 works fine.
Did you run version 0.57 from a different folder than the previous release?
SteamVR registers the location of applications, and associates that with their app ID, so when that executable runs they know which bindings to use, or something like that. The app ID has not changed between the two releases, to still associate to all existing bindings, and I believe the first registration of the app is currently preventing the second copy you are trying to use to get registered, and as such gets no associated bindings.
This was something I noticed during development as well, and I should probably add notes about this to the readme. I believe this is possible to fix by removing said registration in SteamVR, I'm not at my PC to check exactly how right now though.
v57 was the first release I ever downloaded. v57 and v55 were run in different folders, however. my timeline went like this: install v57 (to start) doesnt work check bindings like 5 times see that theres a duplicate in the binding window maybe thats the problem delete v57 folder download v55 extract and open (different directory) works first try, no gimmicks needed
I spent some time today looking at the changes between 0.55 and 0.57, and there shouldn't be anything related to application registration. There is a small fix for the Oculus bindings, because it had faults in it, so I expected an improvement, which makes this a bit curious.
On my own system I can't find the application mentioned in many places except: C:\Program Files (x86)\Steam\config\steamvr.vrsettings, so one thing to try is to clear out the values saved for any instance of openvr2key in there, if you want to try and get the newer version working and am comfortable editing JSON.
This is a small hobby project, and my day job is web/mobile, so I don't currently have any facilities up to capture debug data from end users right now.