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Godot buttons and axis are mapped as follows:
Axis 0 = Left/Right on the joystick
Axis 1 = Forward/Backward on the joystick
Axis 2 = Front trigger
Axis 4 = Side trigger
Button 1 = B / Y pressed
Button 2 = Side trigger pressed
Button 3 = Oculus / Menu pressed
Button 5 = Touch A/X (finger resting but not pressing)
Button 6 = Touch B/Y (finger resting but not pressing)
Button 7 = A / X pressed
Button 9 = Thumb resting
Button 10 = Thumb up
Button 11 = Index finger resting
Button 12 = Index finger pointing
Button 14 = Press down analog stick
Button 15 = Front trigger (on/off version of Axis 2)
I've tried to keep some overlap with the button mapping as how touch controllers are represented in godot_openvr so that you can easily switch between deploying to either OpenVR or Oculus SDK
The text was updated successfully, but these errors were encountered:
I'm planning to solve the finger presence values in a different way once I get a play with Knuckles controllers. As both have similar functionality need to look at how we want to make that work generically in Godot.
Godot buttons and axis are mapped as follows:
Axis 0 = Left/Right on the joystick
Axis 1 = Forward/Backward on the joystick
Axis 2 = Front trigger
Axis 4 = Side trigger
Button 1 = B / Y pressed
Button 2 = Side trigger pressed
Button 3 = Oculus / Menu pressed
Button 5 = Touch A/X (finger resting but not pressing)
Button 6 = Touch B/Y (finger resting but not pressing)
Button 7 = A / X pressed
Button 9 = Thumb resting
Button 10 = Thumb up
Button 11 = Index finger resting
Button 12 = Index finger pointing
Button 14 = Press down analog stick
Button 15 = Front trigger (on/off version of Axis 2)
I've tried to keep some overlap with the button mapping as how touch controllers are represented in godot_openvr so that you can easily switch between deploying to either OpenVR or Oculus SDK
The text was updated successfully, but these errors were encountered: