How do I detect Oculus Menu press without opening Steam Vr?

Hi, I want to detect when the player presses the menu button on the left controller of an Oculus Quest 2, but the button opens Steam Vr instead of passing the input.

I’m using the new Input System, and I added a second binding to another button on the controller to trigger the same function to make sure it was not a problem with my code.

Is it possible to stop Steam Vr opening when pressing the button?

Using bindings from OpenXR or Oculus XR doesn’t seem to help either

Does this help?

Dont use steamvr for your oculus builds, you give up a button when you do that. Use oculus xr plug-in or make sure user or yourself uses oculus as the openxr runtime.

1 Like

Thanks, but I’m looking for a way to still use the button in-game, not just know if the menu is open or not

Oh really, so I should use both plug-ins in the project and switch them out when building the game? That seems like quite the headache :slight_smile:
I’ll experiment with it and see how it goes, thanks for the idea

You cannot override the menu button, both for oculus (rift/quest) and steamvr. You can read the input however

How can I read the input? For me it opens the steam menu, but the game doesn’t get the input

Did you read my reply?

I did, I don’t want to override it, I want to get the input, which you said I could

My first reply says how to read the menu opening

Yea, checking if the app lost focus seems pretty kludgy tho, but it seems like I have to either do it that way, or switch to the oculus plugin. I’ll test them both out and see which works best.
Thanks for the tip

Best to use OpenXR with XR Interaction Toolkit of you want a long term project