I've uploaded new builds with some quality of life improvements:
- Fix ugly compression on Quest textures
- Add deadzone to turning
- Minor weapon rebalancing
- Vive support (not recommended, but it's technically playable)
Oh that makes sense- if you use the Button action type then there's no convenient discretisation of the triggers. The action type has to be set to Value + Analog. The triggerPressed binding is for the clicky button at the end of the trigger stroke.
I tried the fix and it's playable on index now, although both guns fire when the right trigger is pressed.
Yeah we do have a deadzone option in our turning system, but it's a little bit of polish that we forgot to configure before the time limit was up ):
There's an exit door in the second level that requires all enemies to be killed before it opens, but it's a little tucked away on the other side of the room.
We had a similar problem with grip triggers. Adding all the interaction profiles (even unrelated ones) in the XR management settings seemed to fix it.
You might also need to set an input binding in your input action map. Sometimes the generic XRController input bindings don't work for specific controllers.
If it still doesn't work it's no biggie, most people are using a Quest 2 anyway.