Input bindings control which physical controller button you must hold for the pull boost to fire. The pull does not activate on surface release alone — your chosen binding must be held at the same moment. You select the binding from a dropdown menu in the Pull Mod GUI, and the change takes effect immediately.Documentation Index
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Available bindings
| Input name | Controller | Hardware description |
|---|---|---|
| Right Grab | Right | Grip button (analog float > 0.5) |
| Left Grab | Left | Grip button (analog float > 0.5) |
| Right Trigger | Right | Trigger button |
| Left Trigger | Left | Trigger button |
| RightJoyStick (Hold) | Right | Joystick click (SteamVR action) |
| LeftJoyStick (Hold) | Left | Joystick click (SteamVR action) |
| A Button | Right | Primary face button |
| B Button | Right | Secondary face button |
| X Button | Left | Secondary face button |
| Y Button | Left | Primary face button |
How bindings are evaluated
Each binding maps to a polling function that reads the controller state every frame. The grab bindings use an analog threshold:InputSelector.Pressed. If it returns false, no pull fires even if a valid surface release was detected.
Joystick click bindings (RightJoyStick (Hold) and LeftJoyStick (Hold)) require SteamVR to be active. On headsets that do not use the SteamVR runtime, these bindings will never register as pressed and the pull will not fire.
On HTC Vive wands, the single face button on each controller maps to both
PrimaryButton and SecondaryButton. This means the A and B bindings (right controller) and the X and Y bindings (left controller) behave identically on Vive hardware.