InputGrab fires on trigger on Vive Wands
interested
AltCentauri
Unlike other major VR controllers, vive wands appear to fire InputGrab on trigger rather than grip. This breaks systems that rely on InputGrab and InputUse being different inputs on VR controllers.
This world uses a fully custom-made pickup system, and breaks with Vive wands.
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interested
After the Input 2.0 rework, a few Vive wand specific issues remain. (Including this one!)
I've relayed this issue internally, and when work can resume on those issues, we'll look at this as well. We appreciate your patience!
As a workaround, users can rebind "Grab" to something else on the Vive wand.
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open
Thank you for the additional context!
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needs more information
Thanks for the report! Is this a new issue, or were you experiencing this before the Input 2.0 update, too?
In the past, Vive wands used the trigger both for grabbing and using. The new default bindings replicate the old behavior. (Users edit the defaults bindings, though!)
There's one minor difference though: The default binds use different thresholds for grab and use. A light trigger pull grabs, and a full trigger pull uses.
Τeal
Fax [Short disclaimer, i dont have vive wands]
Before Input 2.0, both Desktop mode and Vive Wands specifically used InputDrop, meanwhile Index and Quest used InputGrab(false, ..) instead for some reason.
However, the issue is, players drop and use whenever they try pressing down the trigger.
I'm not entirely sure about 2.0 as I don't have time right now for extensive testing, but why does trigger have 2 different inputs specifically for Vive Wands?
Not only is it an outlier, it also causes issues when implementing custom udon inputs which are exclusive to Vive Wand users.
My proposal: Change Vive grip button to subscribe to InputGrab (not InputDrop), and keep the trigger button exclusive to InputUse
(Also this won't affect any default VRChat bindings, only input called through udon)