First off, thank you for replying. It is much appreciated.
Here is my actual situation.
I've got some great RPG frameworks and inventory systems I'd like to use for a VR game. The only problem is a lot of them are dependent on the input from Unity. As of now, doesn't have anything to reference actions done on a controller.
With ORK Framework, Gil has it set up to allow custom controllers. But it requires I reference the behavior name/script name where the controls come from .. then the class name and function name to add the custom button function as described here:
http://orkframework.com/tutorial/howto/custom-playercamera-controls/and here
I've had no luck with this whatsoever. I've used the SteamVR_TrackedController as the behavior.. but beyond that I'm lost. The friendly/helpful people on the ORK forums don't really know much about VR controller implementation.
So I've also been using your addon for Playmaker. I thought about trying to reference your action script for each control. I don't need the touch pad, but the trigger, grips, menu, and steam button I do need. But again, Google mixed with trial and error has not been kind.
Then I was thinking of ujsing your actions in a state, which will give me the bool of each action the Vive controller can do. With Playmaker, I was hoping to use that or make references to the script for each button's action.
If there was a way to set this to communicate through Playmaker, that would be awesome. Then I could throw in conditions prior to allowing a bool to happen.
Example:
do I have an object with the tag "Item" childed to a controller
true -> send event ->
is trigger pulled?
true -> set bool in variable named "itemPullTrigger"
Then send that off to Unity's input controls.. but .. meh
My whole workflow has been stifled for a few days now. I typically can bang my head on a wall for a bit and then break it down. But this wall has been reinforced with concrete.
Any assistance would be appreciated.