Valve's SteamVR Input Plugin

@runeberg

I see your point.

Default SteamVR plugin is bad. It should be replaced. But if you want to do that, transition to your plugin should be very smooth for developers (especially inexperienced, and they’re majority). I have a plugin using Vive Trackers on Marketplace. In 4.22, customers experience problems with motion controllers components in non-VR mode (thougth, I didn’t test it yet 4.22.1). And I can’t recommend them your plugin, which solves this problem, yes, but also could break their input.

I would suggest to refactor the input system like Mordentral said, but a bit differently: use general “Motion Controller (R/L)” actions when they fit. Add advanced, but also generalized actions (not tied to controller type) for lacking inputs of Knuckles. And create custom UDataAsset (can be applied in the plugin’s settings) to allow developer to override binding for different controller types. Like this:

  • Motion Controller (R) Thumbstick: [Vive Controller -> Trackpad] [Valve Index -> Joystick].

Then, use this information to create different binding files. I thnik it’s easier then modifying Project Settings window or creating new editor for bindings. Plus, it would allow developers to switch between different bindings. And “Motion Controller (R/L)” actions would always work.

As for the discord, unfortunately I don’t have enough free time and so not very interested in joining discussion. I modified the plugin for my purposes and decided to share my thougth. I hope, this feedback will help you in development. Good luck!