Interaction SDK Teleport change trigger mapping.
I am trying to change the controller mapping for Teleport using Meta Interaction SDK Locomotion. I can see its set in Joystick Axis 2D Active State in the Selector and TeleportActiveState. But I would like to use buttons 2 and 4 to trigger Teleport. I used OVRButtonActiveState instead of the Axis2DActiveState scripts. But the Arc don't render. Has someone been able to change the teleport button to something else? Having it in the joystick creates a lot of undesired teleport actions and users are complaining a lot about it.
Hi JakeUpfront, I work on the Interaction SDK team, so you can tag me in any future posts about Interaction SDK π
For Teleport, the joystick is used in 3 parts: for entering locomotion mode (seeing the Arc), for canceling without selecting (moving the joystick sideways), and for selecting (moving the joystick to 0). Here are the steps you should follow to change the trigger mapping.
1. To change which button lets you enter locomotion, under Hierarchy, select the Activate GameObject.
2. Under Inspector, disable the Axis 2D Active State component.
3. Add an OVR Button Active State component.
4. Set its Button to the button that should trigger locomotion.
4. In the Active State Selector component, set Activate State to the OVR Button Active State component you added in the previous step.
Step 1
Image 1. Replacing the Axis Active State with the button you want to use.
5. Since there's no way to cancel (other than selecting the void or something), in the Deactivate GameObject, disable the Active State Group and Axis 2D Active State components.
6. In the Active State Selector component, set Active State to the Interactor Active State component, since that component deactivates automatically after a selection.
Step 2
Image 2. Setting the Active State selector to just the Interactor Active State component instead of the original Active State Group.
7. Under Hierarchy, select the Selector GameObject.
8. Under Inspector, disable the Axis 2D Active State component.
9. Add an OVR Button Active State component and set its Button.
10. Add an Active State Not component. We use a "not" here because we want the active state to trigger when the button is released.
11. Set its Active State to the OVR Button Active State component you just added.
12. In the Active State Selector component, set Active State to the Active State Not component.
Step 3
Image 3. Setting the Active State Selector to a button that will trigger when it's released.