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Peripherals made for use with Touch would need to make use of the controller’s own buttons to input/output to the game at hand, or likely a separate wireless connection to the host PC. Perhaps one of the biggest issues with using Touch as a device to track a dedicated VR peripheral is the lack of input/output options between the peripheral and the controller. Interestingly Touch is not much larger than the Vive Tracker, as Tactical Haptics has shown. Oculus is well behind on its promise to open up its tracking API to third-parties, but using the Touch controllers as a self-contained tracker at least gets the ball rolling. Valve has been proactive in opening their tracking technology to third parties for accessory development, and HTC are offering a dedicated Vive Tracker’ for tracked accessories. Avoid using LEDs in mounted accessories (to prevent tracking conflicts), keep in mind comfort is paramount, and keep in mind that the fit of accessories not only impacts physical comfort but can also impact how users experience content in VR. While the Touch section doesn’t offer much in the way of controller-specific tips for accessory makers (perhaps ‘don’t obstruct the tracking ring’ was too obvious!), only detailing the electrical specifications, the general guidelines written for the Rift headset can still be interpreted and applied to Touch accessories. The new guidelines add to the existing Rift Accessories Guidelines documentation, which include sections for the headset, Audio Module and Facial Interface.
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The Rockband adapter holds the Touch controller neatly to a Rockband guitar, but it could be used to attach the controller to other accessories too. The battery compartment model is the most complex, as it includes many of the internal components and surfaces, which can be highlighted using the Model Browser tool. You can take a look at the CAD files here for the Rock Band adapter, the exterior surface, and the battery compartment. Oculus Touch Insides Revealed in Detailed Teardown
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