r/SteamController

Ghostly Skins
▲ 28 r/SteamController+1 crossposts

Ghostly Skins

This is hard to apply, but so worth it!

Hair dryer worked fine, alignment was easy, just very time consuming and nerve-racking, but yay sucess!

These are from Ghostly Guard. I made the carbon fiber track pad covers because I didn't like the red.

3D printing my dock and grip in black now, because I need the contrast.

u/Gama3000 — 8 days ago
▲ 104 r/SteamController+1 crossposts

GyroLib: an open-source gyro SDK for modders

I’ve been working on GyroLib, a reusable library for adding gyro controls to game mods. A lot of the controller handling, motion processing and settings code could be shared between games, so I turned those parts into a standalone library.

The goal is to let modders focus on connecting gyro to their game’s cameras, aiming states and menus, rather than rebuilding the whole input system for every mod.

What it includes

  • Nine gyro spaces, including Player Space, World Space and local-axis modes.
  • Independent X/Y sensitivity and inversion.
  • Always-on, hold and toggle activation, using the controls and touch sensors available on the controller.
  • Smoothing, acceleration, manual and automatic calibration.
  • Flick stick and supported touchpad rotation.
  • Separate profiles for different cameras or cursors, with settings inheritance and optional recommended presets.
  • An in-game settings panel, plus a menu model for integrating the same settings into a game’s native UI.
  • SDL-first gyro acquisition, with optional Steam Input fallback through the host’s initialized service.

For developers, GyroLib provides a ready-to-use gyrolib.dll, a C API, a C++ wrapper, documentation and integration examples to connect it to your game.

The mod still needs to connect the game-specific parts. Camera output, native stick suppression, input filtering and menu rendering each need the appropriate integration. GyroLib doesn’t inject itself into arbitrary games.

The video shows Monster Hunter Rise running a mod that uses GyroLib. It’s an example of the library working in a real game: the mod handles the game-specific integration, while GyroLib handles the controller input, gyro processing and settings. The library itself is designed to be reused across different games.

There’s also a standalone demo on GyroLib nexusmods page

The demo is a third-person shooting range with four weapons, two sniper zoom levels, moving targets and an inventory cursor. It shows how different gameplay views can use their own gyro settings, and includes both the supplied panel and an example native settings menu.

Monster Hunter Rise gyro aim mod on nexusmods
GyroLib on nexusmods
GyroLib on GitHub

u/351C_4V — 10 days ago
▲ 103 r/SteamController+1 crossposts

Jacked up and good to go.

Yes, that's Starcraft on the living room TV, played with a Steam Controller.

It took some tinkering but using the trackpads makes it about as good as playing on a laptop. It's not competitive but neither am I. I just enjoy Starcraft as a casual, cozy game with friends and playing on the couch is that much cozier.

I just managed to win an FFA against 2 computers. So thats something.

Both tracks pads are set to mouse input with left click on the right one and right click on the left one. That might sound weird but it feels natural and is how I've been "driving" every mouse+keyboard game, as well as desktop mode.

Left bumper is set to the "A" key so I can attack move by holding it and right clicking.

Right bumper is set to the "Ctrl" key so that I can assign control groups to the Dpad.

The Dpad is set the number keys 1,2,3,4. I might add 5-8 on the back buttons but it would be nicer if there were a way to cycle through all of them with one button - open to ideas. (Maybe a radial wheel on the right joystick? SteamInput is cool but not intuitive).

Left trigger moves the cursor to the bottom right corner so that I can quickly click the UI buttons down there (Build, repair, siege, cloak, etc). And then goes back when I release the trigger. It's like holding a trigger to open a sub menu. (That UI changes dynamically depending on what is selected so creating shortcuts for each unit and building didn't make sense. But a short cut to move the cursor over there makes it easy to quickly hover over the area and click).

Right trigger works the same but for the minimap.

Left joystick is set to arrows keys - which controls the camera.

That's it so far. It's surprisingly playable. Open to suggestions on how to improve this layout. I should probably figure out something for Hold Position and Patrol. What else does this need?

u/picard_for_president — 9 days ago
▲ 120 r/SteamController+1 crossposts

Super Minimal OpenPuck 'case'

I love the combined puck/dock/charger idea for the new SC. For stationary use its great, but having a cable + puck isn't the best configuration for travel. I found a small plug-to-plug USBA-C adapter which works well, but the puck's orientation blocks off other ports next to it. I've been living with a really short usbA-to-C cable, but having the puck just kinda flop around off my laptop was very annoying, and I was worried about the puck's pins bridging something metal and causing problems.

So! I got a small NRF8250 board running openpuck, and then made a hyper-minimal 'case' for it. It's still a tad long with the USBA-C converter, but I no longer have the floppy dongle problem.

In case anyone has the same predilictions: https://www.printables.com/model/1866854-openpuck-tiny-cover

u/Sielu — 10 days ago
▲ 5 r/SteamController+1 crossposts

I am searching for steam controller shell models (stl).

I know valve released the files but its the full controller and not just the shell. Does anyone have just the shell which theoraticcly would be shell swatch ready?

reddit.com
u/Loose-Security2696 — 8 days ago

I don't like openpuck

Everyone here has spoke so highly of openpuck but it has only given me problems. I get constant dropped inputs when using it as a switch controller on my switch 2, which is my primary use case for it. I even tried a different board and got the same issue. Maybe I'm just missing something, but I would never rely on one over the official puck

reddit.com
u/Ruka_Blue — 9 days ago
▲ 1 r/SteamController+1 crossposts

Steam Controller Grip: A Must Have Accessory

Ever since I got the Steam Controller, I had a few huge issues with, mostly, the ergonomics:

  1. The controller is not very flared/angled outward so it has the same issue as the 8Bitdo controller where people with larger frames like myself find it uncomfortable because it forces our arms more inward.

  2. The back buttons are in a position where I could only click them with the lower meat of my fingers.

  3. It’s not a very wide controller and so my fingers constantly touch and it’s very much something I never got used to.

  4. this is a bonus one, but DBrand makes a skin for the controller and most people (myself included) didn’t perfectly apply the skin and so there are rough edges.

ComfortGrips on Etsy solved all 4 of these issues with their “Ergonomic Comfort Grips for Steam Controller Grip.” [Please note that I am not affiliated with this seller in anyway and purchased 2 of them with my own money. I did however message them before the product was live asking if they were making a Steam Controller Grip that would solve my issues and to my surprise, they said they were almost done with it].

Fast forward to today and my controller grips arrived and it fixed all 4 of my issues perfectly. I remember seeing so many people share the same sentiments as myself when the controller first launched so I just figured I would share because it’s literally so perfect for my hands now. The texture is also incredibly nice. The only thing I would note is that with a Dbrand skin applied, they don’t appear to close/“lock” all the way but it’s still works great for me. [it might also impact that touch sensor on the sides but I don’t use that feature]

Overall, can’t recommend it enough to people with wide frames, medium-large hands, or own a Dbrand skin that wasn’t applied perfectly. Pictures of the black model on my controller can be found here.

u/DNXPeeJay — 9 days ago

Steam Controller 2 made a very loud high-pitched beep noise?

I was playing Minecraft Dungeons 2, just looking at items in my inventory, when all of a sudden, my Steam Controller 2 made a very loud, high-pitched, short beep noise. It kinda scared me a bit, and I was like what the heck was that noise. I have no idea why it made the noise. I've never heard it make that noise before, it wasn't anything like the power on/power off sound or the Wilhelm scream. So does anyone know why it made that noise?

reddit.com
u/chiefseal77 — 10 days ago

Skyrim gyro settings

Hey everyone. Recently got the steam machine with a steam controller and downloaded Skyrim right away. I can’t seem to get my gyro controls running smoothly in Skyrim. It feels very laggy/ stutters a lot. I know this game doesn’t support mixed input so I’m using joystick to camera for gyro but no matter what settings I change it doesn’t feel like the steam decks gyro. I’m having the same issue with fallout new Vegas. Any tips?

reddit.com
u/pattytoofooly — 10 days ago
▲ 5 r/SteamController+1 crossposts

Fix for Broken Steam Keyboard Overlay in Non-Steam Games / Emulators.

If you play non-Steam games, games from other launchers, or emulators, you've may have found the Steam Big Picture Overlay and the Steam + X On-Screen Keyboard render behind the game window.

So I have created a universal fix by using Steam Input's Action Sets and Touch Menus.
You can turn the Steam Controller or Steam Deck trackpads into a virtual, split keyboard that appears on-top no matter what.
Here is what I have done:

First make sure to add whatever it is you're trying to play as a "Non-Steam Game" and launch it through Steam - check if the issue is fixed. If NOT:
Press the Steam button on the controller, find the "Edit Layout" section for the controller, and then:

1. Create Action Set and Virtual Touch Menus:

  • Make an Action Set and call it "Keyboard Mode".
  • Add a Virtual Menu, name it "Left Keyboard", Touch Menu - don't worry about any inputs yet.
  • Make a second one named "Right Keyboard", Touch Menu.
  • Within the General settings of the Touch Menus, set Touch Menu Activation Style to Click.

2. Action Set & Buttons:

  • Set a button (I used R4) to a Change Action Set > Keyboard Mode.

Everything from this point is WITHIN the Keyboard Mode Action Set.

  • Set the same button you used before (R4) to Change Action Set > Default.
  • L2 (Or any button): Set as Shift (cloning the behaviour of the official Steam keyboard).
  • L4 (Or any button): Mapped to Spacebar.
  • R5 (Or any button): Mapped to Backspace - Settings > Hold to Repeat (Turbo).
  • D-Pad: Mapped to the keyboard arrow keys for navigating text.
  • R2/X (Or any button): Mapped to Enter .
  • Left Trackpad: Behaviour > Left Keyboard (Touch Menu from earlier).
  • Right Trackpad: Behaviour > Right Keyboard (Touch Menu from earlier).

3. The Trackpad Grid Layout:
Now to re-create a standard split keyboard, go into the Left Keyboard Virtual Menu settings:

  • Set Touch Menu Buttons 1-5 as QWERT
  • Buttons 6-10 as ASDFG
  • Buttons 11-14 as ZXCV
  • Button 15 as something, a special character you may use often. (I just used Spacebar).

Now for the Right Keyboard Virtual Menu settings:

  • Set Touch Menu Buttons 1-5 as YUIOP
  • Buttons 6-9 as HJKL
  • Buttons 10-12 as BNM
  • Buttons 15-16 as something, a special character you may use often. (I used - and ').

After that, if you go back into your game, press R4 (Or whatever button you set in Step 2) it should look something like this when you put your thumbs on the trackpads:

           [ LEFT TRACKPAD ]                            [ RIGHT TRACKPAD ]
 .-------------------------------------.       .------------------------------------.
/  [ Q ]   [ W ]   [ E ]   [ R ]  [ T ] \     / [ Y ]   [ U ]   [ I ]   [ O ]  [ P ] \
|                                       |     |                                      |
|                                       |     |                                      |
|  [ A ]   [ S ]   [ D ]   [ F ]  [ G ] |     |    [ H ]   [ J ]   [ K ]   [ L ]     |
|                                       |     |                                      |
|  [ Z ]   [ X ]   [ C ]   [ V ] [Space]/     \ [ B ]   [ N ]   [ M ]   [ - ]  [ ' ] /
'--------------------------------------'       '------------------------------------'

After this, there is one more thing:
In the Touch Menu settings, go to Onscreen Display
For the "Left Keyboard", set Touch Menu Horizontal Position to 41.
For the "Right Keyboard", set Touch Menu Horizontal Position to 58.
This just puts the menus more centered, but you may want to raise/lower them or move them somewhere else.

The last thing you could do, but I haven't, is set up 2 more Virtual Menus as Radial Menus > set the Joystick Behaviour to the Radial Menus, and have more special characters (!?,$&, etc.).
Within the General settings of the Radial Menus, set Touch Menu Activation Style to Touch Release.

If anyone is wondering, I ran into this issue when playing on an emulator where no matter what I tried, it would just NOT display the default Steam Keyboard above the game window. I play with Steam Link on my phone and TV a lot, so a physical keyboard just wasn't an option.

I think this works pretty damn well, let me know what you think :)
No AI was used in the creation of this post.

reddit.com
u/Emerald24601 — 12 days ago