Analog Fist No Longer Works
complete
Mizu-Malkavya
The ability to use your fist gesture as an analog control (ie, making your character close their eyes the more of a fist you do) no longer seems to function properly, immediately clicking to fully closed or open as if it's not analog in the slightest.
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Aev
complete
Tupper - VRChat Head of Community
in progress
It appears SteamVR has reverted the change that caused this issue in their Beta 1.7.2 version.
"For legacy input applications, when the trigger is clicked the trigger value will not be set to 1.0 if the click action is already coming from the trigger. This fixes a bug with Oculus Touch controllers in games like VRChat, where the grip trigger value would jump from partially pulled to fully pulled. For legacy bindings that put a trigger click action on another button, the existing behavior remains and the axis value will be set to 1.0."
If you are experiencing this, test out the SteamVR Beta. If you've changed your binds as a workaround, please revert back your binds to your previous version, or use our defaults.
Kaittycat
Tupper - VRChat Head of Community: I've only just noticed this problem tonight after the avatars 3.0 update, since it was working normally for me about 24 hours ago. Seems like the issue is back from the new update.
INYO
Tupper - VRChat Head of Community: The analag fist behavior works fine when I turn off the "VIVE advanced control"
can see the video.
Tupper - VRChat Head of Community
Merged in a post:
steamvr vive trigger not working gradually anymore
Event Horizon~
So a few weeks ago I noticed an issue with the steamvr beta where in vrchat the trigger from my vive wands would not gradually change the animation anymore. It changed to an instant on/off. Previously this wasn't the case and I could for example close my fists partially.
I fixed it by downgrading to the release but now valve put it in that version as well.
Have they changed the way certain things work and is there a way to fix it in vrchat?
Rantis
Can this be fixed for index too?
Dj Lukis․LT
From steamvr changelog: "If a trigger with a physical button is clicked, that trigger’s value will be set to 1.0." Oculus emulates the grip press on some threshold and its the reason analog value works up to some point and then snaps to full
Tupper - VRChat Head of Community
From a first glance, this looks like something that requires a SteamVR bindings change (and not a VRChat client change). The latest SteamVR client adjusted some settings.
edit: Yep, seems very similar to this post: https://vrchat.canny.io/bug-reports/p/801-oculus-grip-snaps-to-close
The latest post in that thread by Chris Patstone indicates how to fix it, and we'll likely fix it by changing our default bindings. Due to the way SteamVR works, this change will only affect new users, however. Current users will have to refresh/swap to the new bindings themselves.
Aev
tracked
ElfMom
this was a bug in steam vr beta, and i had assumed it was on steam vrs end. switching back to public had fixed it. But seems the issue was never solved.
video was from early july in steam vr beta, but the issue is the same now that that beta went public
ExDe707
Is that with Oculus Touch or with any other controllers as well? Looks like it's isolated to the newest SteamVR update 1.6.10 since the Oculus Client has no issues.
`Squishy
ExDe707: Applies to touch, Vive and Index controllers. Probably WMR too, since you're correct that it's a Steam VR issue. Might get fixed outside of VR-Chat. If not, we will have to do what Tuppers comment here describes.
rollthered
Posting this around a few discords. Was going to make a similar post but I had found this one.
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