(Long overdue bug report) Since the Steam Input 2.0 update the
drag
input for menus (main menu, keyboard) would not function while only one controller is connected, and if one is disconnected while dragging a menu, it will persist with no option to let go.
Additionally, binding
gesture_activator_thumb_inner_upper
or
gesture_activator_thumb_inner_lower
to B/A click (relevant when the capacitive touch is dead) kills the functionality of other bindings on the buttons, this is not the case when binding
gesture_activator_thumb
back to the stick click. It's possible that the one-handed version of
gesture_activator_grip
exhibits the same issue and is the cause for the broken
drag
input when one-handed.
I use custom bindings but I believe the
drag
bug happens even with the default bindings too, that being said I've mostly played with my custom bindings since Steam Input 2.0 (due to threshold changes as I find the defaults frustrating as they deviated from the pre-input 2.0 behavior) so I don't know if this was fixed with the default bindings (haven't been on VR in 2 months as of this report). I've attached my custom bindings below (goes into
steamapps/common/SteamVR/steamvr/input/steam.app.438100_knuckles.json
, may need manual import via dev mode).
My custom bindings have the following changes:
  • Grab action thresholds restored to values that better matched pre-input 2.0 (this is mismatched between both hands in some cases due to one of my controllers being less sensitive, likely due to being 3.5 years old, I believe the correct threshold is
    1.35
    but the "less sensitive" controller has it lowered to
    1.25
    , in the interface values greater than 1 are "Force", so this would be
    Force: 35
    and
    Force: 25
    respectively)
  • Menu "drag" inputs changed to use the actual "Grab" input mode (originally "Button") in SteamVR so that the threshold is configurable, and matched them to the other "Grab" inputs (if "drag" was fixed on the default bindings but not on mine, this change is probably the only one that matters)
  • gesture_activator_grip
    thresholds restored to their pre-input 2.0 (feeling) values
  • Trigger thresholds restored to SteamVR default values (which seems to align better with the old thresholds, and matches the haptic feedback threshold) and changed
    Generate click from
    to
    Pull
    .
  • Added back missing
    gesture_activator_thumb
    on stick click (needed when the capacitive touch on the stick is dead, and was there prior to input 2.0)
The above are all changes that I think should've been part of the default inputs in the first place, but there are further input personal changes:
  • Left A button is a "dud" (outside of
    gesture_activator_thumb_inner_lower
    via
    Touch
    ) as it's my space drag button
  • Left stick double click for mic toggle (when two handed)
  • Left stick hold for avatar hand gestures toggle (when two handed)
  • Left trackpad down for personal mirror grab toggle (when two handed? didn't test this one handed)
  • Left stick (one handed) for jump
  • Right stick (one handed) for jump
  • On one-handed configuration that is otherwise entirely symmetrical except for thresholds, I've had to add a dummy input, as SteamVR's check to automatically re-enable symmetrical inputs seems to skip checking thresholds.
My bindings were last updated against the 1683 default bindings.