You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This is a screenshot of how Unity handles mapping input from SteamVR API
In a perfect world, as an A-Frame application developer, I can target a specific tracker and mapping, for example: <a-entity tracked-controls="id: OpenVR Tracker Left Foot"></a-entity>
It is up to the user to determine mapping via existing SteamVR interface, but the above helps a developer target that mapping.
Note that the A-Frame tracked-controls component allows for querying controllers with idPrefix as well as id to provide backwards support such that an application that has idPrefix: OpenVR Tracker won't break if there is a change in behavior to append to the pose role string at the end of the current controller name (id) string.
We would like to get generic Vive trackers (not wands) exposed as gamepads in
navigator.getGamepads
.We already support the querying infrastructure needed; we just need to hook in the case of generic trackers into the render loop.
The text was updated successfully, but these errors were encountered: