Disabling the default trigger and grip haptic pulse for OpenXR/SteamVR using XR Interaction Toolkit

Unity 2020.3.43f1
XR Interaction Toolkit v2.1.1
OpenXR Plugin v1.6.0

Game: Snapshot VR, which is built for both SteamVR and Quest standalone, and this issue happens when playing via SteamVR using the Oculus Quest 2 via the Link Cable (it may happen on other devices, but the issue did not repro with Vive Controllers, Index Controllers, or in Quest standalone)

Issue:
I believe my issue is similar to the one mentioned here:

Our players prefer the trigger activation point be closer to the bottom of the trigger pull, so that they can repeatedly pull the trigger without a full trigger release.

We set up a Trigger Action that’s set as Pass Through, Axis
The binding is set to Press, Press Only, Press Point of 0.75.

When entering any scene while running the game via SteamVR, a default haptic pulse is present for both the trigger and grip buttons. The haptic pulse activates on pull and release at the default activation point. This confuses our players because they feel this default haptic and expect the gun to shoot, but the trigger activation point is lower on the axis.

How can we disable this default haptic, and only have the controllers trigger haptics that are explicitly sent from our code via SendHapticImpulse?

Hi jkeogh1413, Did you solve this? I would love to know how to do this its really annoying me

@PigsLord Did you figure it out?

@jkeogh1413 @PigsLord @ArthurVanRemoortel Did any of you figure this one out?

Edit:
Just read the following post:

Apparently it’s a Valve thing they have on by default which they would have an extension for that would allow you to disable it (pretty weird decision making imo, but anyways…). As it’s about 3 years later, I guess this extension should be out by now?