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Auto Oculus Touch v0.1.7 (Latest release 11 Jan 2021)

kojack
MVP
MVP
AutoOculusTouch is a library and script for AutoHotKey. It allows you to read the state of oculus controller devices (Touch, Remote or XBox controller) from within an AutoHotKey script.

Downloads

Binary release - https://github.com/rajetic/auto_oculus_touch/files/5792865/auto_oculus_touch_v0.1.7.zip
Source - https://github.com/rajetic/auto_oculus_touch


Prerequisites

You must have AutoHotKey installed. It is available from https://autohotkey.com
(AutoOculusTouch is tested against AutoHotKey version 1.1.33.02)
If you want vJoy support, you must have it installed. It is available from http://vjoystick.sourceforge.net/site/index.php/download-a-install
(AutoOculusTouch is tested against vJoy version 2.1.8)


Change History

v0.1.1 - Initial release. Built against Oculus SDK 1.10
v0.1.2 - Added capacitive sensor support. Built against Oculus SDK 1.20
v0.1.3 - Changed initialisation to use Invisible mode. Added button comments to example script.
v0.1.4 - Added vibration. Added orientation tracking (yaw, pitch, roll) for touch. More example scripts. Built against Oculus SDK 1.26
v0.1.5 - Added vJoy integration. You can now output gamepad/joystick values for axes and buttons.
v0.1.6 - The vJoy installer has a slightly higher version than the latest vJoy sdk, which breaks compatibility. I've updated it so it should work again. I've added in the Oculus and vJoy sdk files needed to compile, some people had issues setting things up. It should be fairly self contained now. Built against Oculus SDK 1.41. I've improved the vJoy script to have all buttons.
v0.1.7 - Added new functions to get axis and button values. Added position tracking for controllers and headset. Added headset rotation. Added tracking origin control (floor or eye). Changed vibration to take a length to play an effect for (replaces oneShot parameter). Updated the example scripts. Changed main auto_oculus_touch.ahk script to use faster DLLCall system. Added error messageboxes for init of oculus and vjoy. Added raw mouse movement and buttons, for games made with Unity that ignore normal AHK mouse. Updated Oculus SDK to v23.

Installation

AutoOculusTouch can be placed anywhere. No explicit installation is required.
There are several files included in the AutoOculusTouch binary release:
- auto_oculus_touch.dll      (A library that wraps around the Oculus SDK.
- vJoyInterface.dll             (Interface to the vJoy drivers)
- auto_oculus_touch.ahk      (An AutoHotKey script that defines various Oculus related functions. This is needed by the other scripts)
- oculus_remote_mouse.ahk    (Lets you use the remote as a mouse. Up/Down/Left/Right move. The centre button is left mouse. The back button is right mouse)
- oculus_remote_spotify.ahk  (Send media keys with the remote. Up is previous track, Down is next track, centre button is play/pause. Not just for spotify, works with any media key compatible program)
- oculus_touch_mouse.ahk     (Move the mouse with the right touch controller. Index trigger is left mouse. A is right mouse. Thumbstick is mouse move. Press B to reset yaw centre point to your current heading)
- oculus_touch_air_mouse.ahk (Move the mouse using pitch and yaw, like an LG TV remote, when you are holding the right hand trigger. Index trigger is left mouse.
- oculus_touch_test.ahk      (Display a GUI of all touch values)
- oculus_touch_vjoy.ahk      (Turn the Touch controllers into a virtual gamepad for DirectInput games)

You should keep these files together. The auto_oculus_touch.dll should be in the same location as any scripts you want to run.


Running

To start AutoOculusTouch, double click on one of the scripts (not auto_oculus_touch.ahk, it doesn't do anything on it's own). A green icon with a white H should appear in your system tray. AutoOculusTouch is now running.


Customising

The provided scripts has some example behaviour already defined. You can change any of this, or make your own.

AutoOculusTouch can give you:
- index and hand triggers of a Touch, as floats from 0.0 to 1.0.
- thumbstick axes as floats from -1.0 to 1.0.
- all Touch, Remote and XBox buttons (except the Oculus Home button and remote volume buttons).
- all Touch capacitive sensors.
- all Touch capacitive gestures (index pointing and thumbs up for either hand).
- Pitch, Roll and Yaw of both touch controllers and headset in degrees.
- Position of both touch controllers and headset in metres.
- Set continuous or limited time vibration effects of different frequencies and amplitudes on either touch controller.

Vibration Use
Vibration has 3 properties: frequency, amplitude and oneshot.
Frequency: 1==320Hz, 2==160Hz, 3==106.7Hz, 4=80Hz  (this is the frequency of vibration)
Amplitude: 0-255 (0 stops vibration, 1-255 are the strength)

Orientation Use
Yaw: clockwise is positive
Pitch: aiming up is positive
Roll: tilting clockwise is positive
Yaw works a little different to the other two angles. Pitch and roll have definite zero angles that make sense (holding the controller level). But yaw is based on where the controller is aiming when powered on. To fix this, you can call ResetFacing(controllerNumber) to record the current direction as a Yaw of 0 degrees.
Each controller may have a different Yaw origin.

vJoy Support
Normally AutoHotKey can only generate keyboard and mouse events.
vJoy is a driver that emulates one or more virtual joysticks with configurable features. AutoOculusTouch can now send analog axis and digital button values to vJoy. This lets you use Touch (or the remote) as a gamepad in games that support DirectInput.
Note: while most of the controls match an XBox controller, it technically isn't one. Any game that uses XInput directly can't see vJoy. Only DirectInput games will work here.

To use vJoy support, you need to install the vJoy drivers. You can download them from here: http://vjoystick.sourceforge.net/site/index.php/download-a-install
If you don't want vJoy support, you don't need to install the drivers, this is an optional feature, AutoOculusTouch works like v0.1.4 without it.

Important Notes

(v0.1.2 and below)
Due to the way the Oculus SDK works, running AutoOculusTouch will make Oculus Home or Dash think that a VR application is running that isn't rendering. The original intent was for AutoOculusTouch to run when no headset is being worn, such as using the Oculus Remote for controlling a PC for media playback, so this didn't matter. Running both AutoOculusTouch and another VR application at the same time probably shouldn't work, but it currently seems to.

What does this mean? Well, Oculus Home and Dash refuse to run a VR app while another is already running. But you can still run multiple apps at once if you start them using a means besides Home or Dash (such as explorer).

(v0.1.3 and above)
The note above is no longer valid in these versions. By setting the Invisible flag when calling the oculus sdk, AutoOculusTouch no longer appears to Dash as a VR app. This means it won't make the headset show a never ending loading screen and other VR apps can be run from Dash without an error.

(v0.1.7 and above)
New ways to access buttons and triggers have been added. You no longer need to grab the full buttons state and do boolean maths on them. You also no longer need to store previous trigger values to check of crossing over a value, there's a function for that.
The old way is still available existing scripts should work the same.

Different Headset Behaviour
Different Oculus headsets behave differently when not being worn (having the face sensor triggered). This is the Oculus SDK's behaviour, not Auto Oculus Touch.
Rift CV1 - When not worn for around 18 seconds, position tracking is disabled. Rotation tracking continues, but is purely IMU based (instead of the cameras) so the yaw can drift over time.
Rift-S - When not worn for around 18 seconds, position tracking, rotation tracking and vibration is disabled. Buttons, triggers and thumbsticks keep working.
Quest 1/2 Link - When not worn for around 16 seconds, everything stops. No tracking, buttons, etc. The controllers are completely shut down.

You can trick the headset into running by placing something (like a cloth) over the face sensor (just above the lenses, in the middle). But be warned, when it is triggered, all controls will be picked up by the Home app. You may be accidentally clicking on things (like the store!). I have plans to fix this, but it means adding rendering to AOT.

Function Reference


InitOculus()
- Initialise Auto Oculus Touch, start the Oculus runtime.

InitvJoy(device)
- Start the vJoy input feeder. Device is the number of the vJoy virtual gamepad. The first gamepad is 1. Only a single vJoy controller can be used by an AOT script, but you can have multiple scripts runnings at once, each using a different vJoy controller.

Poll()
- Update the tracking state and all inputs. Poll() should be called regularly (such as 90+ times a second), otherwise all inputs stop updating.

Wearing()
- Check if the headset is being worn (face sensor).
- Returns: 0 if not worn, 1 if worn.

IsDown(button), IsPressed(button), IsReleased(button)
- Check if a button is active. Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- button: one of the button enums from auto_oculus_touch.ahk, such as ovrA.
- Returns: 1 if pressed/released/down, otherwise 0.

IsTouchDown(button), IsTouchPressed(button), IsTouchReleased(button)
- Check if a capacitive touch sensor is active. Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- button: one of the capacitive sensor enums from auto_oculus_touch.ahk, such as ovrTouch_A.
- Returns: 1 if pressed/released/down, otherwise 0.

GetButtonsDown(), GetButtonsPressed(), GetButtonsReleased()
- Gets the state of every button as a bit field (one bit per button). Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- Returns: bit field. You can check a button by masking it with a button enum.
Example:
if GetButtonsDown() & ovrA

GetTouchDown(), GetTouchPressed(), GetTouchReleased()
- Gets the state of every button as a bit field (one bit per button). Down means held down, Pressed means changed from up to down since the last Poll(), Released means changed from down to up since the last Poll().
- Returns: bit field. You can check a button by masking it with a button enum.
Example:
if GetTouchDown() & ovrTouch_A

GetAxis(axis)
- Gets the current value of an analog axis, such as a trigger ot thumbstick.
- axis: one of the axis enums from auto_oculus_touch.ahk, such as AxisIndexTriggerLeft.
- Returns: triggers give 0.0 to 1.0 range. Thumbstick axes give -1.0 to 1.0 range.

Reached(axis, threshold)
-Check if an analog axis has crossed over a threshold value since the last Poll().
-axis: one of the axis enums from auto_oculus_touch.ahk, such as AxisIndexTriggerLeft.
-threshold: value that triggers an activation.
-Returns: If the axis went from below threshold to equal or greater, returns 1.
          If the axis went from greater or equal to the threshold to below, returns -1.
          If the threshold wasn't crossed since the last Poll(), returns 0.

GetTrigger(hand, trigger)
- Gets the current value of a trigger.
- hand: LeftHand or RightHand enums (0 or 1)
- trigger: IndexTrigger or HandTrigger enums
- Returns: 0.0 to 1.0

GetThumbStick(hand, axis)
- Gets the current value of a thumbstick axis.
- hand: LeftHand or RightHand enums (0 or 1)
- axis: XAxis or YAxis enums
- Returns: -1.0 to 1.0

GetPitch(controller)
- Get the Pitch in degrees of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: angle in degrees in -90.0 to 90.0 range.

GetYaw(controller)
- Get the Yaw in degrees of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: angle in degrees in -180.0 to 180.0 range.

GetRoll(controller)
- Get the Roll in degrees of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: angle in degrees in -180.0 to 180.0 range.

GetPositionX(controller)
- Get the X position in metres of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: position.

GetPositionY(controller)
- Get the Y position in metres of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: position.

GetPositionZ(controller)
- Get the Z position in metres of a touch controller or headset.
- controller: LeftHand, RightHand or Head enums.
- Returns: position.

SetTrackingOrigin(origin)
- Set the origin type used by the tracking system. Floor origin places (0,0,0) at the room calibrated origin at floor level. Eye origin places (0,0,0) where the headset is when started.
- origin: OriginEye or OriginFloor enums.

ResetFacing(controller)
- Reset the current Yaw to 0.
- controller: LeftHand, RightHand or Head enums.

SetvJoyAxis(axis, value)
- Send an axis value to vJoy.
- axis: one of the vJoy HID enums such as HID_USAGE_X.
- value: 0.0 to 1.0 range

SetvJoyAxisU(axis, value)
- Send an axis value to vJoy, expanding it's range from (0.0 to 1.0) to (-1.0 to 1.0).
- axis: one of the vJoy HID enums such as HID_USAGE_X.
- value: 0.0 to 1.0 range

SetvJoyButton(button, value)
- Send a button state to vJoy.
- button: the number of a button, starting at 1.
- value: 0 for up, 1 for down.

SendRawMouseMove(x, y, z)
- Some games ignore AutoHotKey mouse movement. This attempts to fix that.
- x: x axis movement offset.
- y: y axis movement offset.
- z: mouse wheel movement offset.

SendRawMouseButtonDown(button), SendRawMouseButtonUp(button)
- Some games ignore AutoHotKey mouse buttons. This attempts to fix that.
- button: LeftMouse, RightMouse or MiddleMouse enums

Vibrate(controller, frequency, amplitude, length)
- Turn on or off vibration of a controller.
- controller: LeftHand or RightHand enum.
- frequency: 1==320Hz, 2==160Hz, 3==106.7Hz, 4=80Hz
- amplitude: 0 to 255 for vibration strength.
- length: If 0, the vibration is infinite, otherwise it is the length in seconds before the vibration stops.


Simple Starting Script

    #include auto_oculus_touch.ahk
    InitOculus()
    Loop {
        Poll()
        ; Do your stuff here.
        Sleep, 10
    }


Scripts

Here's some scripts that others have made that use this:
Fallout4 VR  - https://www.reddit.com/r/oculus/comments/7ltym1/fully_functional_touch_profile_for_fallout_4_vr/ ; by DickDastardlyUK
Doom VFR - https://www.reddit.com/r/oculus/comments/7h6nva/smooth_locomotion_in_doomvfr_for_rift_i_scripted/ by SpeakeasyArcade

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2
204 REPLIES 204

MowTin
Expert Trustee
I tried the updated version with Doom VFR and it works! 

Thanks @kojak ! Doom VFR is once again playable. 
i7 9700k 3090 rtx   CV1, Rift-S, Index, G2

tacocatism
Explorer
Hey @kojack ! The work you're doing with Auto Oculus Touch is pretty awesome, keep it up! I built an experimental keyboard called TouchType:VR that lets you type with your controllers instead of needing to use the built in Dash keyboard (using AOT/AHK). You can access it at any time, your hands can send input independently, and you never need to set your controllers down! Hopefully this will allow for quicker typing than what you could get from the standard point and click built in dash keyboard. You can customize the character layout, and could possibly also use it to map touch input to use the touch controllers to play games as if you were using a keyboard/keybound controller (haven't tried that tho, and wasn't the primary focus for when I set out to create TouchType). Hopefully this will be useful for someone, and make typing in VR a little less of a challenge! 

kojack
MVP
MVP
Another version is out.
v0.1.5 adds vJoy support, so you can send axis and button values from Touch/Remote to any game that understands DirectInput joysticks.
Want to use Touch in flight sims that don't have Touch support? Shouldn't be a problem.

At the moment it doesn't emulate xbox controllers fully, which means any game that uses XInput won't see the vJoy device. Only games that use DirectInput (and support things like hotas / wheels / non xbox gamepads) will work.
I might be able to fix this later.

I was hoping this would let the touch thumbsticks control doom's gamepad smooth turn, but it seems they might be using XInput. 😞



Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

DarkTenka
Trustee

kojack said:

Another version is out.
v0.1.5 adds vJoy support, so you can send axis and button values from Touch/Remote to any game that understands DirectInput joysticks.
Want to use Touch in flight sims that don't have Touch support? Shouldn't be a problem.

At the moment it doesn't emulate xbox controllers fully, which means any game that uses XInput won't see the vJoy device. Only games that use DirectInput (and support things like hotas / wheels / non xbox gamepads) will work.
I might be able to fix this later.

I was hoping this would let the touch thumbsticks control doom's gamepad smooth turn, but it seems they might be using XInput. 😞





You can currently do this by binding 2 keys to turn_left and turn_right in doom's console (~) and then redirecting those inputs. Though getting control of the actual analog sticks would have been nice (probably would translate a lot better than the key-press).

kojack
MVP
MVP
Yep, that's what I was hoping for, analog turning.
Then again, I couldn't get turning working at all with an xbox one controller. Movement was fine, but no turning, and that was supposed to work.

But I don't have much experience with Doom VFR, I only bought it 2 days ago to test the latest Auto Oculus Touch. I'm really not impressed by it.
Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

DarkTenka
Trustee

kojack said:

Yep, that's what I was hoping for, analog turning.
Then again, I couldn't get turning working at all with an xbox one controller. Movement was fine, but no turning, and that was supposed to work.

But I don't have much experience with Doom VFR, I only bought it 2 days ago to test the latest Auto Oculus Touch. I'm really not impressed by it.


Smooth Turning on Gamepad is defaulted to off.. you need to find it in the options to turn it on.. AFTER turning on game-pad, despite the fact that you can interchange between the two mid-game (it's really wierdly set up).

I'm fairly sure that development behind DVFR was a mess of disagreement, misunderstandings about VR gaming and general fear. There is evidence of many features not being implemented correctly .. if you examine the trailers there is evidence of features being cut (aparently at one point we had robot hands?).

I personally enjoyed it once using your script to get smooth turning working ... if they just made it the same stock DooM 2016 and added proper controls the game would have been great. For whatever reason they decided it needed "interaction sequences" where you get a fire hydrant and put out a fire, find some part to fix a teleporter, move holograms around to activate wierd locks ... none of it was needed .. but someone over there must have thought "If we don't have this, it doesnt demonstrate VR" or something like that.

Couple that with all of the general fears of VR "motion sickness" .. (no smooth locomotion on motion controls on launch, no smooth turning on motion controls ... still). But for some reason, all of those features were included for game-pad on launch!

It almost feels like the guys that were working on the Game-pad version knew what it should have been and "snuck in" proper movement options while the guys working on Motion Controls were stuck fighting upper management or something. I can only imagine that half the development time was spent arguing over what to include in the game, which would explain why it released in such a messy state.

Just my speculation. I do think there is a cool VR game in here .. but it's kinda "buried in the mess".

vash2695
Honored Guest
Just want to say that I love your work here!

I got the idea to look for this when using the new dashboard desktop function. Using the touch as an air mouse in there is quite good, and I wanted to use the touch controller for this purpose outside of VR.

I was wondering if it's possible to change the settings for this in a way that makes the motion sensing more like that air mouse (basically instantly responsive with minimal smoothing). My thought would be something like having the mouse respond based on current motion rather than absolute position, more like a laser pointer than a virtual joystick. The best comparison I could make would be like the pointer on newer LG tvs.

kojack
MVP
MVP
I have an LG OLED tv with that remote... I'll see what I can do. 🙂

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2

wanyfer
Explorer
I've been using this for discord push-to-talk and its been working great but now I'm trying to use the mouse function with the thumbsticks in-game but I can't get it to work.. it moves the mouse when the game window isn't focused but not when it is... 
I need this because I'm trying "Pulsar: Lost Colony" and their turn rate in the game is ridiculously slow and I'm trying to use this to tap in the mouse turn rate which is active while in-game but using the mouse and then swapping over to the touch is a pain but this doesn't seem to be able to move the mouse in-game 

kojack
MVP
MVP
There's a few different levels of access to reading mouse movements:
- usb
- hid
- rawinput
- directinput
- windows
Usb pipes into hid, which pipes into rawinput, which then is used by both directinput and windows mouse functions.
AutoHotKey injects mouse movement (such as from your script) into the windows level only, which is at the top of the chain. But games can read from any level. Many do use the windows functions too, so they work, but there are advantages to dropping down to a lower level (rawinput and below give higher precision mouse movement and allow multiple mice at once, but they are harder to use than the windows level).

Unfortunately there isn't an easy way that I know of to get AutoHotKey to inject rawinput or lower mouse events. There's a bunch of addons for AutoHotKey that let you read those lower levels, but not send them.

Author: Oculus Monitor,  Auto Oculus Touch,  Forum Dark Mode, Phantom Touch Remover,  X-Plane Fixer
Hardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 Taich
Headsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2