Oculus Quest + SteamVR Input ?

I have a project that currently does just some very basic hand animations with the Oculus OVRInput. The system will be improved with more advanced functionality, and I would want to use the SteamVR Skeletal Input, while also supporting as many platforms as possible (including Oculus Quest).

The OpenVR SDK with the SteamVR Input won’t build for Oculus Quest, and the SteamVR Input won’t work with the Oculus SDK… but is there a way to somehow hack at the base of the SteamVRInput system where it gets the input data and connect it with the OVRInput… effectively using the Oculus Input with the high level parts of SteamVR, like the Skeletal Animations and Hand Poses?

Has anyone done this?
Or a different solution for someone trying to support both Vive Index and Oculus Quest?
Is this even possible from a licensing point of view?

I’m having the same problem. Any update on this?

Not really… Thankfully I’ve been able to ignore this part of the project for now.

Eventually, by the time it becomes a priority, maybe the SDKs get changed and this kind of support is easier. If not, I will probably end up skipping the SteamVR Skeletal animations and implement a custom solution, maybe something on top of the new Unity Input System.

Judging by the variance in hand animations and different interaction requirements of current VR games, I’m guessing most projects ended up with custom solutions also.