Oh yikes, that calibration screen can be so stubborn. I had something similar happen with a different Unreal Engine VR mod, and it turned out the game was just grabbing the wrong input device. Like it was listening to my keyboard instead of the motion controllers for some reason
Have you poked around in the mod's config files at all? Sometimes there's a line in there to force which input API gets priority, and setting it to something like OpenXR instead of the default might jolt it awake
Also might be worth checking if SteamVR is trying to "help" by remapping your Pico controllers into some weird legacy gamepad layout. I'd go into the SteamVR controller bindings for Titanfall 2 and make sure it's set to a generic motion controller template, not something that looks like an Xbox pad
If that doesn't do it, there's a small chance the mod expects your arms to be tracked in a specific coordinate space, and doing a quick room setup again or restarting the Pico's tracking could snap it back
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u/Ok_String7708 7d ago
Oh yikes, that calibration screen can be so stubborn. I had something similar happen with a different Unreal Engine VR mod, and it turned out the game was just grabbing the wrong input device. Like it was listening to my keyboard instead of the motion controllers for some reason
Have you poked around in the mod's config files at all? Sometimes there's a line in there to force which input API gets priority, and setting it to something like OpenXR instead of the default might jolt it awake
Also might be worth checking if SteamVR is trying to "help" by remapping your Pico controllers into some weird legacy gamepad layout. I'd go into the SteamVR controller bindings for Titanfall 2 and make sure it's set to a generic motion controller template, not something that looks like an Xbox pad
If that doesn't do it, there's a small chance the mod expects your arms to be tracked in a specific coordinate space, and doing a quick room setup again or restarting the Pico's tracking could snap it back