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Question by Pcat0 · Jul 23, 2018 at 05:57 PM · inputvrinput.getaxis

Unity Input system not returning correct values for HTC Vive touchpad.

Using the built in XR system (as I could not get steamVR to work with the LWRP) in unity when getting the values from Vive controller touchpad axis, 1 and -1 do not represent the edges of the touchpad but instead a point about 70% of the way in. Here is a image to help explain: image The circle is the outline of the track pad and the red dots are the values that unity will return when you touch a given point. The square is the the region of the touchpad that return accurate values. Whats the best way to fix t$$anonymous$$s?

untitled.png (16.7 kB)
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avatar image addent · Apr 28, 2019 at 04:55 PM 0
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I'm seeing the same thing. Did you every find a workable solution to this without resorting to the SteamVR SDK?

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Answer by kavanavak · May 12, 2019 at 11:56 PM

any update on t$$anonymous$$s @Pcat0 ?

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avatar image addent · May 13, 2019 at 01:15 PM 0
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The problem is with the Gravity and Sensitivity. Here are values that worked for me: Gravity=0, Sensitivity = 1.05

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Answer by addent · May 13, 2019 at 01:13 PM

I had a similar issue, the problem turned out to be the settings for the Gravity and Sensitivity were all incorrect in my setup. Originally I had them at: Gravity = 3, Sensitivity = 3, w$$anonymous$$ch produced a 70% value like @Pcat0 describes. I changed them to: Gravity = 0, Sensitivity = 1 and that solved my issue.

To make it slightly more sensitive, I ended up setting the Sensitivity to 1.05, w$$anonymous$$ch "felt" a little better for my use. Here is an image with my final values: alt text


steamvr-input.png (18.1 kB)
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