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62 lines
3 KiB
Markdown
62 lines
3 KiB
Markdown
---
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weight: 800
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title: OpenComposite
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---
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# OpenComposite
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- [OpenComposite GitLab repository](https://gitlab.com/znixian/OpenOVR)
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> OpenComposite OpenXR (previously known as OpenOVR - OpenVR for OculusVR - but renamed due to confusion with OpenVR) is an implementation of SteamVR's API - OpenVR, forwarding calls directly to the OpenXR runtime. Think of it as a backwards version of ReVive, for the OpenXR compatible headsets.
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>
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> This allows you to play SteamVR-based games on an OpenXR compatible headset as though they were native titles, without the use of SteamVR!
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Please note the OpenVR implementation is incomplete and contains only what's necessary to run most games for compatibility. If you plan to implement software, utilize the OpenXR API, specification [here](https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html).
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OpenComposite is required for Steam Play games to work in VR regardless of API. Due to the number of confounding factors surrounding setup, sandboxing, and more quirks; we recommend you use Envision to setup and manage your VR.
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Contributions to improve the OpenVR to OpenXR mapping are welcome.
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## Rebinding Controls
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> Changing OpenVR bindings is currently a very manual process. This will change in the future.
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We're going to be using VRChat as an example, but this should apply to just about any OpenVR game.
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First, we locate where the bindings are stored. For Unity games this is always in `GameName_Data/StreamingAssets/SteamVR`.
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In the case of VRChat, it would be in `PATH_TO_STEAM/steamapps/common/VRChat/VRChat_Data/StreamingAssets/SteamVR/`
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Create a folder next to the game's executable called `OpenComposite`. Make a copy of the bindings file for your controller and place it in the `OpenComposite` folder. Open it up and look for `controller_type`, it's typically near the bottom of the file.
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```json
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"controller_type" : "knuckles",
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```
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Rename the copy you've made to the value of `controller_type`.
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In my case i've ended up with a copy of the valve index bindings named `knuckles.json` located in `PATH_TO_STEAM/steamapps/common/VRChat/OpenComposite/knuckles.json`.
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Going back to the location of the original bindings, open up `actions.json`, which defines every possible action in the game. A popular binding is changing the microphone button to toggle gestures. We'll use this as an example.
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in `actions.json`, we can find the name of the desired actions.
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```json
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"/actions/Global/in/Mic": "Toggle Microphone", //the one we want to replace
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"/actions/Global/in/Gesture_Toggle": "Gesture Toggle", //the one we want to replace it with
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```
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in our copy `knuckles.json`, we can then look for `actions/Global/in/Mic` and replace it with `Gesture_Toggle` like this:
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```json
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{
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"inputs" : {
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"click" : {
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"output" : "/actions/global/in/Gesture_Toggle"
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}
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},
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"mode" : "button",
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"path" : "/user/hand/left/input/a"
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},
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```
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And that's it! OpenComposite will automatically pick up these files as long as they're placed and named correctly, and load them instead of the game's provided ones.
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