Not really a breaking change, but I did see some complaining in a discord server over the new sensitivity of the index grips for gripping SaccFlight vehicle controls w/ the update and wanted to look into it.
The newest VRC Update that introduced Steam Input V2 seems to have changed the behavior of the Oculus CrossPlatform SecondaryHandTrigger and PrimaryHandTrigger axes on Index Controllers.
Example of it in use in UdonSharp like: Input.GetAxisRaw("Oculus_CrossPlatform_SecondaryHandTrigger").
It seems to return just the Index controller's Grip Pull value whereas previously it seemed to return a function of the Pull and Force values where you needed to input some Force to max out the axis. Now simply laying 1-2 fingers on the grip will max out the axis.
First tested this in worlds w/ SaccFlight Vehicles as you used to need a little bit of grip force to grab the vehicle controls by default but now resting a single finger on the grip is usually enough to grab the controls.
I also tested it in this minesweeper world as I remember you needed to grip the controller with a bit of force to grab a flag from behind your back, or reset the board. Now it's incredibly easy. Though I also have not been in this world since last year so the creator could have also changed the behavior since then as well.
It would be nice to see if this was reversible as it is incredibly easy to accidently max out the grip's Pull value just by gripping the controller. People already complained about a similar but unrelated issue with the menu drag being too sensitive during the Steam Input V2 Beta.
If this isn't reversible, is there another way to properly detect the grip force used by an index user that we can switch to using instead?|
Edit: By Pull and Force, I'm referring to what SteamVR calls them when in the Test Controllers ui. I've attached a screenshot of that menu for reference.