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Pressing "Save personal bindings" does not work for a built project. #536

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peroht opened this issue Sep 23, 2019 · 5 comments
Closed

Pressing "Save personal bindings" does not work for a built project. #536

peroht opened this issue Sep 23, 2019 · 5 comments

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@peroht
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peroht commented Sep 23, 2019

SteamVR beta 1.8.5
Unity 2019.1.6f1.
SteamVR Unity Plugin v2.3.2.

Inside Unity, when opening the binding UI I am able to edit and save my personal bindings. When I build the project as a standalone build and try to edit then save my personal bindings the UI stalls. I have to restart SteamVR to be able to edit any application further.

gamma one

@peroht
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peroht commented Oct 10, 2019

I have found a temporary solution to this so for anyone interested this is how to bypass this bug for now.

Tested on SteamVR 1.7.15.
Tested on various Unity and Unreal projects that are launched from the local harddrive (meaning they are not distributed on Steam).

When one tries to edit any legacy application, any changes made in the Devices>Controller Settings are immediately saved in a file located in my documents folder. The naming of the file is based on what controller type you choose. However, the naming seems to have nothing to do with the actual application you are trying to edit. This must be a bug?

So, in my case, if I try to edit the controller settings for the vive controller for an app called "TestApp" the software will create the following file:

C:\Users\pt\Documents\steamvr\input\_vive_controller.json

Clearly, the "TestApp" is nowhere seen in the naming of the file.

If I edit the app for an index controller the software will create the following file:
C:\Users\pt\Documents\steamvr\input\_knuckles.json

If I edit the app for an omnideck controller the software will create the following file:
C:\Users\pt\Documents\steamvr\input\_omnideck.json

Looking in the same folder, one can see various locally saved bindings file with the naming scheme:
C:\Users\pt\Documents\steamvr\input\steam.app.ANUMBER_ACONTROLLER.json
C:\Users\pt\Documents\steamvr\input\system.generated.regulator_lighthousetovrpn.exe_vive.json

This must clearly be a bug in SteamVR.

Now, for my case, starting with 1.7.15 - which introduced an ability to return the bindings with lef/right hand in the extra settings - to make the app in question work with the Omnideck I copy the last options section from the file

C:\Users\pt\Documents\steamvr\input\_omnideck.json

   "options" : {
      "returnBindingsWithLeftHand" : true,
   }

and place it as the default in the legacy_bindings_omnideck.json file for my driver.

If this is already placed in the bindings file all is fine when you start a new application using the legacy input system. However, if you try to edit the legacy application in question you will end up with a stalling "Uploading..." notificiation in the UI and SteamVR will create the file in your local documents folder as stated above.

@CybershoesVR
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Yes, we've experienced the same issue on SteamVR 1.7
For testing purposes, we bypassed it in a brutal way: Clicking "Replace default bindings" worked for us. Of course, it affects the other default bindings of your controller as well.

@kaplat
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kaplat commented Oct 10, 2019

Hi Peter,

thank you very much for sharing the workaround.

@peroht
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peroht commented Oct 10, 2019

Happy to be of help,
keep hacking.

/P

@peroht
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peroht commented Oct 18, 2019

This has been fixed by Valve as of SteamVR beta 1.8.13.
ValveSoftware/openvr#1193 (comment)

@peroht peroht closed this as completed Oct 18, 2019
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