danwillm
danwillm
TrackedControllerRole_Treadmill is the correct controller type for what you're describing. If you've set up the device correctly in openvr (along with the appropriate input profile configuration), then you should see...
I think extensions in documentation and examples could help a lot, I certainly struggled getting started with OpenVR (especially with skeletal input as there isn't really much on it) and...
https://github.com/danwillm/openvr/tree/sample-driver-improvements/samples/driver_sample I have some documentation here that I've made for some of the input profile binding options, feel free to reach out if you think anything else could be added...
If you want a solution right now to do this, you could use our driver: https://github.com/LucidVR/opengloves-driver
The general structure of the **new** input system is that actions in game are decoupled to hardware inputs. Your application specifies certain "actions", eg. "shoot gun", "open menu" or "walk...
You can submit poses whenever you like by calling `vr::VRServerDriverHost()->TrackedDevicePoseUpdated` and providing a `vr::DriverPose_t` struct. There's some info on what each property of that struct does in the header file,...
What I think your referring to here is the skeletal input api, which is only used for hand animations. OpenVR doesn't have a skeletal system for full body tracking directly,...
This has been broken for over a year now. See https://github.com/ValveSoftware/openvr/issues/1525 https://github.com/ValveSoftware/openvr/issues/1594
You'll need to install qt. I'm not sure what distro you're using, but here are the instructions for ubuntu: https://wiki.qt.io/Install_Qt_5_on_Ubuntu
Having been faced with this issue as well, I resorted to hooking the calls to the IVRDriverInput class, unfortunately it was the only way I could find to get controller...