FlipVR controller support for Monado instructions #138
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Spex on Discord has created some instructions on how to get their custom Monado branch working that supports FlipVR controllers, which makes using these controllers within Resonite possible.
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Is there something Resonite-specific about FlipVR that warrants mentioning it on the Resonite page?
Yes. Without this branch, Resonite doesn't recognize the controllers at all
Yes but without this branch, the controllers wouldn't be recognized by VRChat or any other game either. So it's not really specific to Resonite.
We don't put WMR setup instructions in the Resonite page, for example. The game pages assume you have a working XR runtime.
Unless I'm misunderstanding something about the branch or Resonite, I'll remove this part and merge the rest
I would keep it because Resonite doesn't recognize these controllers on Windows, but this specific branch seems to spoof it for Resonite on monado
Interesting!
The code changes don't mention Resonite specifically, so if it's spoofing it for Resonite, it's doing so implicitly or an unintentional side-effect.
Has this branch been tested on any other game e.g. VRChat?
I don't know, but @PointerOffset may know as they did the branch. I'll also point them towards the thread in case they aren't pinged by this
Edit: I've reached out to them
What controller do they show up as in Resonite? Generic, Vive wands, or Index?
And does it require custom bindings JSON for Resonite or a xrizer branch or something?
So, I'll be honest, I'm not 100% certain why my Monado branch allows these controllers to work in Resonite and not in SteamVR. I have some thoughts I'd like to validate, but first I'll say my changes just add the controllers to Monado so they can function in-general. It just so happens to work for Resonite where SteamVR does not. I think it would be appropriate for this documentation to be about getting FlipVRs to work on Monado and mention "This is currently the only way to use these controllers in Resonite." as oppose to specifically documenting it as a workaround for Resonite.
Speaking to why this actually happens, the controllers present to Resonite as
oculus_quest_controllerusing Monado according to my Resonite logs. Using SteamVR, they present asoculus_quest2_controller. With my Monado branch they work perfectly fine but in SteamVR only the button mappings work. Position/Rotation isn't tracked. As far as I can tell, this is because Resonite relies on SteamVR's Skeletal input data to properly track your in-game hands. In fact, you can start Resonite with the flag-LegacySteamVRInputand the controllers will track (with terrible offsets). This flag exists to compensate for SteamVR inputs without skeletal data.The FlipVR drivers for SteamVR do not seem to provide this information and SteamVR doesn't compensate for that in controller emulation. So my guess is Resonite sees
oculus_quest2_controllers without Skeletal input data through SteamVR under controller emulation.I suspect Monado (or maybe OpenComposite/xrizer?) is providing Resonite with the expected Skeletal input data as part of its controller emulation. This isn't something I explicitly tried to add. I just added support for FlipVR controllers and this came with it as a consequence.
Also to answer your question @hypevhs about testing with other applications, I did a quick check to make sure and they do work as expected in VRChat with Monado on my branch. I had tested them months ago but I wanted to double check and, yeah, branch should just work generally for using FlipVRs on Monado. That's certainly the intent.
I agree. This sounds like a more reasonable way to phrase this. I'll modify the branch to reflect this
Thank you for the detailed response!
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It's been updated
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ee023e1dc8Thanks for your contribution and patience!