04.03 Button Mapping and Skeletal Input
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4.3 SteamVR Button Mapping and Skeletal Input
HIG Glove maps finger bend, button extension module and data box inputs to SteamVR controller inputs. Specific games may redefine or use only part of them.
Basic input relationship
| enter | Glove action or button press | Check method |
|---|---|---|
| trigger | Bend index finger | Slowly bend your index finger on the test interface to confirm that the trigger value changes continuously. |
| hold | Bend the middle finger, ring finger and little finger; some applications mainly read the middle finger | Bend the rear three fingers respectively and observe the holding input. |
| A/B keys | Corresponding buttons on the button expansion module | Verify one by one according to the current left and right hand mapping. |
| joystick | Button expansion module rocker | Push slowly in all four directions and check back to center. |
| Menu | Data box Menu key | Check menu input by current SteamVR binding. |
| Bone input | Five finger bending data | Finger-by-finger inspection in environments that support SteamVR skeletal input. |




SteamVR key mapping video
Demonstrates trigger, grip, A/B keys, joystick, Menu keys and skeletal input.
Video to be added
SteamVR 2.0 Skeletal Input
- First confirm the continuous movement of the five fingers at HiggloveNg.
- Start the SteamVR controller output.
- Sequentially straighten and flex five fingers in a test environment that supports skeletal input.
- If the game only reads traditional controller input, the game's current bindings should prevail.
Expected Result
Triggers, grips, A/B keys, joysticks, Menu and applicable skeletal inputs are recognized individually, with no left and right hand swapping or continuous triggering.
If the Check Fails
First confirm whether the problem only occurs in a certain game; save the SteamVR binding, game version and recurring actions, and do not directly apply the bindings of other games.
Next Step
Enter when you encounter a problem 5.1 Troubleshooting.