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Input action is always inactive #976

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MileyHollenberg opened this issue Aug 3, 2021 · 1 comment
Closed

Input action is always inactive #976

MileyHollenberg opened this issue Aug 3, 2021 · 1 comment

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@MileyHollenberg
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MileyHollenberg commented Aug 3, 2021

Hi, I'm trying to get my Valve Index Knucles to send input through to my Unity project but no matter what I do I can't seem to activate the actual ActionSet or Action.

I've followed this tutorial to setup my input mappings trying to just get the right knucle trigger to work but it never activates even though it has the "Steam VR_Activate Action Set On Load" with the right action set (and only, I deleted every single other action and action set to get a clean slate)

My input bindings should be fine and before I deleted all action sets and actions I tried out the sample scene which worked as expected. Is the tutorial I'm using outdated or am I simply missing a crucial detail somewhere?

Here are some screenshots of my current setup

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RayInteractor is a custom script I wrote, I've tried to get the axis for the trigger via Debug.Log(TriggerAction.axis); which always prints 0 and TriggerAction.AddOnAxisListener(OnAxis, SteamVR_Input_Sources.Any); which never gets fired. When I print TriggerAction.active it's always false just like in the live input window.

Is there a bug in the latest version of the plugin or am I simply missing something here? For the Player settings I've selected "both" for the Active Input Handling in case this matters. This was all done in Unity 2020.3.11f1 on Windows 10

@MileyHollenberg
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Found the fix, apparently a "Steam VR_Behaviour" component is required to be in the scene for them to work, would be nice if this was added automatically or given a clear warning because I found this through this issue by accident. I seem to now be getting the data I want

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