04.03 Button Mapping and Skeletal Input

  1. SteamVR / VRChat User Manual
  2. 4.3 Button Mapping and Skeletal Input

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.
Holding action line drawing
Holding: Bend the middle finger, ring finger and little finger. Some applications mainly read the middle finger.
Index finger bending trigger line drawing
Trigger: Bend the index finger, and the trigger value changes with the movement of the index finger.
Button expansion module line draft
The button extension module provides A/B key and joystick input.
HIG Glove data box button line drawing
The Menu key on the data box can be mapped to the current SteamVR menu 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

  1. First confirm the continuous movement of the five fingers at HiggloveNg.
  2. Start the SteamVR controller output.
  3. Sequentially straighten and flex five fingers in a test environment that supports skeletal input.
  4. 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.