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Thanks to everyone who helped, provided feedback and took the time to share their appreciation! This is always appreciated! If you find bugs or would like to share ideas, let me know on Discord.

You can get it here: https://hub.virtamate.com/resources/keybindings.4400/

Let me know if, like me, this became a must have by leaving a review on Hub!

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CaseEP

Left a review on the Hub - well, you yourself know how much this adds to VaM's 'user-interface', so I guess don't need to tell you (No slight to MeshedVR intended with the scarequotes - he himself said in the latest update that VaM 1.X barely has any UX functionality to speak of). It's like LFE's keyboardshortcuts on steroids! The one thing to make me giddy with glee would be Touch-Controller support ... :)

acidbubbles

Thanks, glad I'm not the only one who prefers the keyboard! I'll revisit touch controller integration sometime, I'm not sure how it'd work yet though...

CaseEP

Welllll ... there is a way, but you won't like it: Maybe you can't disable VaM's hardcoded touch controller bindings the clean and proper way, because Meshed didn't expose a toggle for them, like he did for keyboard inputs. But at least for the thumbsticks and the triggers of the Occulus controllers, you CAN temporarily (!) suppress the ACTIONS that Vam binds them to. Or rather: You can temporarily disable part of the navigation functionality of Vam's supercontroller - Vam's bindings would still call supercontroller, but during the time your plugin does its thing, there'd be noone listening on that end. That's how the freerotate.cs plugin does it - when a controller input is registered, it'll flip a boolean, which is in turn checked every update cycle. If that boolean is found to be true, the plugin will set "SuperController.singleton.disableNavigation = true", disabling thumbstick navigation - and then it'll start a countdown that'll re-activate native navigation once it expires. That's, admittedly, a pretty hacky workaround, but I can attest that freerotate.cs works and is stable. Of course, the plugin will then have to (temporarily) take over all tasks of the function it disabled, including those that are not re-bound. P.S.: I'm not sure, but I think Meshed exposed sc.singleton.navigation (boolean) and sc.singleton.navigationRig (quaternion) so that thumbstick navigation could be disabled in Vam's GUI. So using them this way is not really a "hack", more like ... "the street finding its own uses for things" (hat-tip to W Gibson ;)) (Sorry for the Caps - I normally use italics to express stresses and emphasis, but patreon won't let me do that)

7th7andwich

Vr user here: I don't care about touch controller support perse... but playing in VR it would be nice to have quick access to the copy / paste / delete functions. Even an ingame ui button option would be epic. Currently I either need to fumble with my keyboard to feel where the shortcut is, or tab to occulus virtual desktop and use that keyboard to input the shortcut. (which isn't too much of a hassle but 99% of the time I simply want to copy/paste an object) I use your keyboard shortcut plugin for the functions it offers more than the shortcuts themselves personally.