So on Oculus I tried using OVR Toolkit, a product sold on Steam, to use Potato’s Interactive Map. An issue arises when an Oculus device runs in compatibility mode, where the Oculus device does not run on the Oculus SDK.
However because technically Oculus is running SteamVR, OVR Toolkit for some reason can’t get it’s hooks into Orbus and can only see SteamVR. Thus the overlay doesn’t work, unless you run compatibility mode or enable openvr support (as some solutions that have been found). This might be a “them issue” not sure. This was sad
However:
Running in compatibility mode or with -vrmode openvr on Orbus using Oculus made my controllers feel very weird, probably as if they were vive controllers. The angles were much higher. Secondly when I grabbed my weapon from my back, I lost the ability to turn. This may have to do with recognizing the controllers as some kind of vive controller and the mapping was incorrect, which somehow only broke after grabbing my weapon? Even if the mapping could theoretically be corrected, the different angle felt awful as where the player points was quite a ways above where it should be and requires the wrist strain to strain downwards or to significantly lower the arm to point somewhere “correctly.”
The developer of OVR Toolkit wrote,
“Ahh yeahhhhh, thank Facebook for this problem…They don’t provide a way to display overlays in the Oculus Runtime.”
A separate developer for OVRDrop:
“s likely booting up in Oculus SDK mode, which causes Oculus to override SteamVR and prevent SteamVR and its components from rendering, thus blocking OVRdrop from rendering.”
In regards to Pavlov,
“That sounds like issues with Pavlov itself. The developers likely have the angle of the pointer and grabbing behavior defaulting to the Vive wand only since it is now on SteamVR, which is improper as there are a number of different controllers which can function on SteamVR. . .They probably overlooked it because they assumed Oculus devices would be on the Oculus SDK.”
So perhaps this is Oculus’s problem and it will hit them at some point, idk.
Anyways, just thought I’d let this info be known. This may not be a common issue, today, but 3rd party tools on steam being ran on Oculus that have behavior like this will become increasingly common.
EDIT: Looks like you can edit skeletons. However, something due to compatibility mode / openVR and steam’s awful controller mapping program doesn’t seem to let me make changes. It just keeps recreating a legacy default and using it (or something).