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Dario

Adding the Cosmos bindings with SteamVR Unity plugin 2.4.3

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The latest SteamVR Unity Plugin 2.4.3 now includes the default Cosmos hmd and controller bindings. New projects will automatically support these bindings.

But it's quite not automated yet for projects that had previous bindings.

For existing projects with older bindings updating to the new SteamVR plugin will still require a couple manual steps:

In your project's Assets folder:

1) Edit Assets\StreamingAssets\SteamVR\Actions.json

    and add the following 2 bindings to the default_bindings section:

"default_bindings": [
    {
      "controller_type": "vive_cosmos_controller",
      "binding_url": "bindings_vive_cosmos_controller.json"
    },
    {
      "controller_type": "vive_cosmos",
      "binding_url": "binding_vive_cosmos.json"
    },

2) Copy these two files

Assets\SteamVR\Input\ExampleJSON\bindings_vive_cosmos_controller.json
Assets\SteamVR\Input\ExampleJSON\binding_vive_cosmos.json

to  Assets\StreamingAssets\SteamVR

 

Lastly if you are using joystick_cap change it to joystick_touch and trigger_cap to trigger_touch

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Thanks for the update! Where can I get the binding_vive_cosmos.json file from? The Vive cosmos get started guide package has legacy bindings for controllers. Is there a guide on hooking up the cosmos controllers to existing steamvr projects? I can't seem to find any documentation on that. 

I just imported the latest steam release and it generated an application generated controller json after saving bindings from the bindings tool. 

 @Jad @Dario @Corvus @Caesar T

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@thulasi The default bindings are found under in the SteamVR Unity plugin asset under:

SteamVR/Input/ExampleJSON

The steps above are for existing SteamVR apps - new apps or apps without any will be prompted if they want to copy these example files.

 

Note for UE4 developers - the current Marketplace SteamVR Input plugin supports autogenerated bindings to avoid any manual editing/copying of binding files. Hopefully we'll see this in the Unity plugin as well soon (after all if you're manually editing json you're doing something wrong 😉 ).

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