Update SteamVR input guide
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@@ -15,7 +15,7 @@ All the types mean to you is which physical buttons can be bound to which action
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## Okay Cool? How do I do this?
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## Okay Cool? How do I do this?
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1. Go to SteamVR dashboard->Steam->Controller Bindings OR go to http://127.0.0.1:8998/dashboard/controllerbinding.html from a desktop browser WHILE steamVR is running.
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1. Go to SteamVR dashboard->Steam->Controller Bindings OR go to http://127.0.0.1:8998/dashboard/controllerbinding.html from a desktop browser WHILE steamVR is running.
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2. Select your application you want to modify keybinds (Advanced Settings will currently always be at the bottom)
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2. Select the application you want to modify keybinds for (Advanced Settings will currently always be at the bottom)
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3. Select your controller (the controller must be on).
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3. Select your controller (the controller must be on).
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4. Select your binding.
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4. Select your binding.
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5. Now we are ready to bind our actions!
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5. Now we are ready to bind our actions!
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@@ -24,16 +24,16 @@ All the types mean to you is which physical buttons can be bound to which action
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- A – Action sets, these tabs essentially let programmers have different keybinds for different events… say you may want different controls if you are driving a car versus running around. [In Advanced Settings we simply use them as a grouping utility, and ALL action sets are active ALL the time.]
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- A – Action sets. These tabs essentially let programmers have different keybinds for different scenarios. You may want different controls when you are driving a car versus running around. In Advanced Settings we simply use them as a grouping utility, and ALL action sets are active ALL the time.
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- B – Input options – your “buttons”
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- B – Input options – your "buttons"
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- C – Chords/ Special Binds. More on these later.
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- C – Chords/Special Binds. More on these later.
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- D – Controller Diagram, visually shows you the button location on a depiction of the controller
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- D – Controller Diagram, visually shows you the button location on a depiction of the controller
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### My First Bind
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### My First Bind
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In this example we are going to use the "grip" button on a vive wand.
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In this example we are going to use the "grip" button on a vive wand to play the next song on a media player.
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- First WE click the [+] on the grip line to create an emtpy binding
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- First we click the [+] on the grip line to create an emtpy binding.
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@@ -41,32 +41,33 @@ In this example we are going to use the "grip" button on a vive wand.
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- Button – action is active when button is pressed
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- Button – Action is active when button is pressed.
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- Toggle Button – Action toggles state when button is pressed i.e. on until pressed again
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- Toggle Button – Action toggles state when button is pressed i.e. on until pressed again.
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- Set Analog Action – for Actions that are not binary i.e. trigger is pressed 50%
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- Set Analog Action – Action that are not binary i.e. trigger is pressed 50%
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- Now we select our action for the button “click” By Clicking the “none” box.
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- Select the "Button" option.
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- Upon Clicking it a popup will let us choose the desired action.
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- Now Simply Click the Checkmark to save changes, and you should be good to go!
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- In the next menu choose "Play Next Track".
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- Now simply click the checkmark to save changes, and you should be good to go!
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### Advanced Bindings
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### Advanced Bindings
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And you thought you were done?
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The guide above will satisfy the binding needs of 90% of people.
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Below are described some behaviors that aren't strictly necessary for using the application, but could improve your experience.
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- First we will start by editing an action, hover over a set action and click the pen
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- First we will start by editing an action, hover over a set action and click the pen.
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- Now you will notice two important things the “more options” and the cog.
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- Now you will notice two important things the “more options” and the cog.
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- The Cog allows you to set up haptics for activating an action
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- The Cog allows you to set up haptics for activating an action
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- Amplitude - how powerful 0-100% the haptics should be.
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- Amplitude - how powerful 0-100% the haptics should be.
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- Duration – how long it will last 0-4 seconds.
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- Duration – how long it will last 0-4 seconds.
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- Frequency – The frequency/”feel” of the vibration
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- Frequency – The frequency/”feel” of the vibration
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- But What about the “more options?!”
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- But What about the “more options?!”
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