Input 2.0 FAQ
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My VRChat SteamVR bindings are totally broken/I had custom bindings on the Open Beta and now my bindings are broken! How do I reset my bindings?
- Follow the instructions here to open the bindings menu and select the default bindings for your controller: https://docs.vrchat.com/docs/steamvr-input-20#custom-bindings
- ⚠️ If you used the Open Beta version of the Input 2.0 update, you most likely need to reset your bindings to the default and re-assign your customizations!
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I used to have custom SteamVR Bindings using the old system, how do I get them back?
- We strongly recommend resetting your bindings and re-applying your customizations with the new system - any previous customizations will likely be broken or unavailable.
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Can I rebind my controls on VRChat platforms other than SteamVR (Quest, Pico, etc)?
- No, not currently. If you're using the Meta PC version of VRChat and want to rebind your controls, we highly recommend using the SteamVR native version!
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My avatar's fingers look/move weird now, how do I go back to how it was before?
- The new system now applies SteamVR skeletal tracking data to avatar hands. "How it was before" will depend on what kind of controller you were using!
- If you used Quest/Touch controllers, you're probably not used to having any skeletal tracking at all, and you can disable it (for all avatars) by going to the Controls page of the Main Menu and disabling "Avatars Use Finger Tracking". This will revert to the old gesture-matched system that relies on avatar animations.
- If you used Index controllers, avatar creators often adjusted the fingers to look good with our simple finger-curl-only tracking. If your avatar looks bad with the new system, you can revert to the old Index-style behavior per avatar with the "Legacy Fingers" option in the Action Menu's "Quick Actions" section, the same place you adjust avatar scale.
- If you're a creator, and the new skeletal hand tracking looks off on your avatar, you can adjust your avatar rig's muscle configuration in Unity. The muscle ranges configured in the humanoid rig configuration are considered when applying the SteamVR skeletal hand data.
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I'm using Virtual Desktop and my hands look weird/something's not working right!
- Ensure you're on the latest version of Virtual Desktop (at least 1.32.13). While past versions of Virtual Desktop might cause issues, they should all be resolved on the latest version.
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I have bindings that conflict with the new Main Menu double-tap shortcut!
- You can disable the Main Menu double-tap shortcut in the Main Menu's "Controls" page.
- For technical reasons, this double-tap behavior can't be individually rebound in SteamVR - it's tied to the
menu
action. - Because there's only so many buttons on SteamVR controllers, it's easy for there to be conflicts. If you need to, you can usually rebind the conflicting action in its app - for example, if you have double-tap bound to Space Drag in OVR Advanced Settings, you can rebind Space Drag to a different input.
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How do I open the Action Menu when using finger tracking?
- Currently, we don't have this bound. We're working on it, though, so expect more updates soon!
- In the meantime, you can use the Expressions wing in the Quick Menu to use your Avatar's expressions menu.
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How do I enable Finger Tracking?
- You'll need a device that supports finger tracking. This could be natively (with a Quest 2, 3, or Pro) or with additional hardware that fully supports SteamVR's skeletal input (such as tracking gloves or a Leap Motion device).
- If you're using a Quest and want Finger Tracking, we currently recommend using Virtual Desktop or ALVR to connect to your PC, as they support passing this data to SteamVR. See this page for more information: https://docs.vrchat.com/docs/steamvr-input-20#hand-tracking
Updated 3 months ago