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2025-04-12 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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CTOnews.com July 7, SteamVR released version 1.26, which allows more games to use more controllers immediately through automatic rebinding, based on the compatibility of existing controllers.
CTOnews.com learned from the update announcement that in the new version, if the game lacks a binding for a player controller, SteamVR automatically creates a new binding, configures it with reference to a more common controller, and sets it to simulate that controller type. Controller driver developers can specify a series of different controllers to use the bindings in them, or they can explain how to remap from one controller to another.
SteamVR:
Automatic rebinding has been added for controllers that do not have native bindings. We will try to rebind games that use SteamVR input and OpenXR to supported controller types.
Handles have been added to the main panel for positioning in space. Every time it is called out, the position is reset.
The recenter button of the main panel is now re-centered in both seated and standing environments, not just in the environment used by the current scene application.
Fixed an issue where audio devices with emoticons in their names could break the setting of UI.
Fixed an issue where the AMD video card was used when the hardware was unplugged / reseated after the session started, resulting in a low frame rate on the third-party headset display.
Added new locator usage: wrist (left / right), ankle (left / right).
"autoremapping" has been added to the Automatic Rebinding (automatic rebinding) file to simplify component remapping.
Updated the binding UI style.
An error is displayed when any required operation is not bound, rather than when the operation fails without any indication.
The performance of binding loading in creative workshop is optimized.
Fixed an issue where the "Show Legacy binding UI" button did not work in controller settings.
OpenXR:
The recenter button now affects the OpenXR application.
The XrEventDataReferenceSpaceChangePending event is now sent when the playspace is recentered.
When an OpenXR application using XR_REFERENCE_SPACE_TYPE_STAGE calls xrLocateViews, the visibility rules of the Chaperone pilot system that are switched immediately are the same as the experience when the OpenVR is standing, and the Chaperone guide system is displayed when the head-mounted display or controller is close to the origin.
When an OpenXR application that only uses XR_REFERENCE_SPACE_TYPE_LOCAL for more than 3 seconds calls xrLocateViews, the visibility rules of the Chaperone guide system are the same as the experience when the OpenVR is seated, and the Chaperone guide system will not be displayed within a radius of 1 meter from the origin.
The instance property of runtimeVersion is now set to the current version of SteamVR.
Instance creation is re-enabled even if there is no headset display available. This has nothing to do with the headless mode, but rather to allow the application to make the correct call to make it clear that the headset is not currently connected.
Fixed a crash in some Unity games when no headset monitor was available.
The XR_HTC_vive_wrist_tracker_interaction extension is implemented.
A conformance test fix was carried out (correctly checking valid but unsupported view configuration types, correctly identifying negative xrTime input).
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