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The Godot 3 version of our OpenXR plugin uses a hardcoded action set and interaction profile that maps all the available inputs to Godot joystick/gamepad system.
Care has been taken to make sure inputs match as much as possible so there are only very rare occasions where you need to know the controller the player uses. The nonsensical order of the buttons is unfortunately a result of features becoming available after button id's were already assigned making everything a little messy.
Note menu/select button and secondary thumbstick/trackpad input is a recent addition and is only available from 1.1.0 onwards
Default/unknown controllers
Buttons:
3 = menu button
4 = select button
No axis
Vive wands
Buttons:
2 = grip button
3 = menu button
4 = system button
12 = trackpad "touch"
14 = trackpad "click"
15 = trigger
Axis:
0/1 = trackpad x/y
2 = trigger
4 = grip (acts as button so only values 0.0 and 1.0)
Windows WMR Controllers
Buttons:
2 = grip button
3 = menu button
11 = trackpad "touch"
13 = trackpad "click"
14 = thumbstick "click"
15 = trigger
Axis:
0/1 = thumbstick x/y
2 = trigger
4 = grip (acts as button so only values 0.0 and 1.0)
6/7 = trackpad x/y
Oculus Touch Controllers
Buttons:
1 = B (right) / Y (left) button
2 = grip button
3 = menu button (left only)
7 = A (right) / X (left) button
12 = thumbstick "touch"
14 = thumbstick "click"
15 = trigger
Axis:
0/1 = thumbstick x/y
2 = trigger
4 = grip (acts as button so only values 0.0 and 1.0)
Valve Index Controllers
Buttons:
1 = B button
2 = grip button
7 = A button
11 = trackpad "touch"
12 = thumbstick "touch"
13 = trackpad "click"
14 = thumbstick "click"
15 = trigger
Axis:
0/1 = thumbstick x/y
2 = trigger
4 = grip (acts as button so only values 0.0 and 1.0)
6/7 = trackpad x/y
We are planning changes to how this works in Godot 4 so the above information applies to Godot 3 only.
The text was updated successfully, but these errors were encountered:
The Godot 3 version of our OpenXR plugin uses a hardcoded action set and interaction profile that maps all the available inputs to Godot joystick/gamepad system.
Care has been taken to make sure inputs match as much as possible so there are only very rare occasions where you need to know the controller the player uses. The nonsensical order of the buttons is unfortunately a result of features becoming available after button id's were already assigned making everything a little messy.
Note menu/select button and secondary thumbstick/trackpad input is a recent addition and is only available from 1.1.0 onwards
Default/unknown controllers
Buttons:
No axis
Vive wands
Buttons:
Axis:
Windows WMR Controllers
Buttons:
Axis:
Oculus Touch Controllers
Buttons:
Axis:
Valve Index Controllers
Buttons:
Axis:
The text was updated successfully, but these errors were encountered: