Hi Justin, thanks for your response.
A few comments:
I am going to assume you have followed the first step in this article to declare your application's support for the Spatial Gamepad controller profile.
Yes in ALVR. My sample application “TrackingAccessories” that I linked did not (it only included accessory tracking), but I just added it, it had no effect on the behaviour I’ve observed.
The forceInput property on GCButtonElement is (at this time) only used for the Logitech Muse stylus, and will always return nil for all PSVR2 buttons.
Good to know; in ALVR we have supported force input on the trigger through GCPhysicalInputProfile since the 26.0 Beta 1, and we’ll keep doing that for now since it works.
This is not intentional. But please use GCControllerLiveInput to access PSVR2 input state.
Cool, I’ll wait for feedback responses on any more information you may need from me (and/or the ALVR maintainers) to pin down the missing touch events.
ALVR is important to the Vision Pro community as the main way users can play streamed SteamVR games as one does with other other XR headsets (just tested 120 Hz for the M5 Vision Pro!). We’ve had a great experience with the PSVR2 controllers to date, just quirks to work through… (and a few other things I’ve left feedback on such as the unpredictable lower power mode loss of spatial tracking).