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[BUG]: Hand models are broken in SteamVR Home for controllers without skeletal mapping
Hand models should only be used for controllers that are known to have skeletal mapping (ie. Oculus and Index). The user should not have to select the controller model with a broken hand model (laser mouse pointer emits from an incorrect part of the model, so doesn't point to where the user is pointing to with the controller). The controller driver should not have to provide skeletal mapping for a controller that doesn't have any way to register finger movement. If SteamVR Home insists on going against the user and the driver developer, neither of which asked for hand models, then it should at least orient them correctly.
I would add to this that hand models should never be used by default for "unknown" controller types. The user should be able to change the controller model to hands if they want to, but they should never be chosen for the user. In addition, the hand models need to be fixed so that they work correctly without skeletal mapping. If that is not possible, then the user should not have the option to select hand models.