Hello there,
I'm basically experimenting with Godot and VR using a Valve Index, and already toyed a bit with https://docs.godotengine.org/en/3.1/tutorials/vr/vr_starter_tutorial.html where I followed the tutorial and implemented each example script in Rust.
My issue comes from the way I get input on ARVRControllers. I know there are signals, but ultimately they give the same kind of information as just polling arvr_controller.is_button_pressed(int)
. On a Valve Index controller, for some reason pressing button A returns 2, which is the same code as the grip... This is problematic to say the least.
In most VR games available on Steam, we can edit bindings on the controllers, is there a way to tap into the same system and make use of that in Godot? Or is it a limitation of https://github.com/GodotVR/godot-openvr-asset? Or is it a problem with SteamVR's support of OpenVR?
I'd like to better understand the state of things regarding VR support in Godot, notably with inputs in this case.