The Big SteamVR Input Release
Back in May, Valve announced a new input abstraction layer for SteamVR:
https://steamcommunity.com/games/250820/announcements/detail/3809361199426010680
While this was a very exciting change because it allows custom button mappings per game, it also required a major refactor of this plugin. However this provided an opportunity to clean up a bunch of cruft that had built up with PSMoveSteamVRBridge. @SuperEvenSteven got the ball rolling and did a ton of work breaking apart the massive monolithic mess that this plugin had become. I finally got around to incorporating his work and finishing off the refactor.
Because this is a major change to how all of the controller configuration and button mapping works you'll want to consult the updated Steam-VR-Setup wiki page for details on editing the new config files and setting up button mappings in the new SteamVR Input Editor.
As before you can download a zip'ed version of the build, but I would strongly recommend instead using the new installer executable. It will automatically register the plugin with SteamVR and create handy links to PSMoveService and PSMoveConfigTool on your desktop.
Changes
- Added support for new SteamVR input API
- Moved configuration out of steamvr.vrsettings into
%appdata%/PSMoveSteamVRBridge
- Added installer using BitRock
- PSMoveService now auto-starts when steamvr starts if PSMoveSteamVRBridge is installed
- Only start psmove_monitor if there is no valid HMD configuration
- Save HMD configuration into PSMoveSteamVRBridgeConfig.json so that you don't have to do head alignment at start up every time