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Thanks for sharing the code! Sounds like a cool and very useful project for makers. But I alone have not enough time to research all possibilities, so when anyone wants to join me, he is welcome.Ĭurrently it is in alpha state, more infos and downloads: github repo it may be possible to insert custom layers (3d overlays or a custom chaperone implementations) into the rendering process. There are also a lot of other functions I could hook into, e.g. That's why I writing this post, to gather feedback and ideas what also can be done or should be supported. Additionally I need a way to easily switch between the tracking puck on my gun and my motion controller with the game thinking it's still the same controller (Throwing grenades with a tracked gun is not fun).īut this driver should also support other use cases. To accomplish this I need some way to add translation and rotation offsets to the poses of the motion controllers so that I can line up my tracked gun and the gun in the game.
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The motivation of this driver is that I want to make myself a tracked gun that is guaranteed to work in any SteamVR game regardless of whether the original dev wants to support tracked guns or not. This API should be powerful enough to also support the development of full-fledged motion-controller drivers. There is also a client-side API which other programs can use to communicate with the driver. The OpenVR driver hooks into the HTC Vive lighthouse driver and allows to modify any pose updates or button/axis events coming from the Vive controllers. I wrote an OpenVR driver that allows to create virtual controllers, emulate controller input, manipulate poses of existing controllers and remap buttons.