May 2, 2021

Tool Guide – Override Controller Bindings

Latest Version: 0

The Override Controller Bindings tool is a way for you to create a scene that has unique controls. This increases the flexibility of what you can make as it gives you the opportunity to make a completely new control scheme, or just make small additions to the user’s current setup.

This is how you can append “Special” buttons for use in your scene when combined with the In Scene Events Controller tool. Alternatively you can ask your user to bind Special to something, but if it’s easier to force it, this is how you do it.

How to use

  1. Create an empty game object in the Hierarchy of the scene.
  2. Drag and drop the Override Controller Bindings tool onto the game object.
  3. Configure it as desired

Section Information

Options

The options section contains 3 parts

  • The New Input Map
  • The Append instead of overwrite option
  • The Force Appended Control option

The New Input Map is where you define the new controls. The Size segment is how many different control options you want to have, so add a number for any number of controls you want to add. You can choose if you want to completely override the controls or just append the controls later.

Each entry is composed of 3 parts:

  • The Actual Input
  • The Raw XR Inputs to use
  • The Raw Keycodes to use

The Actual Input is the Besti X conceptual input that this button mapping will perform. Examine the list, and see how these are tasks like grab or activate cursor rather than buttons that can be pressed.

The Raw XR Inputs to use are the virtual reality controller buttons and Quest hand gestures that will be interpreted as a button press. If a button is on the left hand, it has an “L” suffix. If it is a right hand button, it has an “R” The options you select here will fire the conceptual input on this mapping. If you map multiple options here, multiple buttons will perform the same conceptual function.

The Raw Keycodes to use are for all other control types. These are mouse buttons, keyboard buttons, or USB controller buttons. The list for these is very long so you may need to scroll quite a bit to find the correct button.

The Append instead of overwrite option allows you to choose whether or not the control bindings you are designing will be appended onto the user’s control scheme, or if they will completely overwrite it. If you do completely overwrite it and you are doing something other than making a cutscene skip button, ensure that you give the user access to at least the fast menu so he or she can open the menu and exit the scene. It is possible to softlock your user in your scene if you don’t give them this option, so avoid doing that.

The Force Appended Control option changes the behavior of how the remapping applies itself. If you choose to append a button, the choice in this box determines how the system behaves if the user already has that button assigned in his or her control map. For example, if the user already has the grip button on the VR controller assigned to “Grab”, and you assign “Grab” to be the controller trigger buttons, what should it do?

In this situation, if the box is checked:
Grab will be assign to trigger, and it will remain assigned to the grip buttons.

If the box is not checked:
Grab will not be assigned to trigger, because the user already has a grab button assigned. It can be skipped.