Changed SteamVR Input to forget action manifest paths set by applications once quit. This fixes input issues in applications like COMPOUND when users opt-in to a test branch that supports SteamVR Input, then switch back to the legacy build. A side effect of this change is that SteamVR Input apps need to be running for the user to edit that app’s controller bindings. An update is in the works to fix this new issue
Thanks for the heads up, If it is broken in Babylon and aframe I would hope that firefox updates to restore the original behavior. I can test tonight with vive to see what the issue might be.
I’m not sure I remember the vive controller animating, from a quick look at viveController.ts I don’t see any code for this.
Sorry for the delay, I tried and it seems to be working for me in Babylon. (Face button, trigger moving etc.) What version are you using, my firefox version is 65.0b10 (64-bit)
ok, when I tested in a-painter I noticed the face button wasn’t working but in babylon it seemed fine, maybe the way a-frame handles input no longer works.