It was indeed just my that default bindings were wrong. For the purposes for future googlers, Oculus headsets (including the Oculus quest) call their controller_type "oculus_touch", not as I had got it into my head "oculusTouch".
Further for future googlers my action manifest looked like:
{
"default_bindings": [
{
"controller_type": "oculus_touch",
"binding_url": "oculusTouchDefaults.json"
}
],
"actions": [
{
"name": "/actions/main/in/OpenInventory",
"requirement": "mandatory",
"type": "boolean"
},
{
"name": "/actions/main/in/test2",
"requirement": "mandatory",
"type": "boolean"
},
{
"name": "/actions/main/in/scroll",
"type": "vector2",
"requirement": "mandatory"
}
],
"action_sets": [
{
"name": "/actions/main",
"usage": "leftright"
}
],
"localization" : [
{
"language_tag": "en_us",
"/actions/main" : "My Game Actions",
"/actions/main/in/OpenInventory" : "Open Inventory"
}
]
}
And my oculus default bindings looked like
{
"action_manifest_version" : 0,
"bindings": {
"/actions/main": {
"sources" : [
{
"inputs" : {
"click" : {
"output" : "/actions/main/in/OpenInventory"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/x"
},
{
"inputs" : {
"click" : {
"output" : "/actions/main/in/test2"
}
},
"mode" : "button",
"path" : "/user/hand/left/input/y"
},
{
"inputs" : {
"position" : {
"output" : "/actions/main/in/scroll"
}
},
"mode" : "joystick",
"path" : "/user/hand/left/input/joystick"
}
]
}
},
"category" : "steamvr_input",
"controller_type" : "oculus_touch",
"description" : "Bindings for the OpenVR SDK \"hellovr_opengl\" demo for a oculusTouch controller",
"name" : "HelloVR bindings for a oculusTouch controller",
"options" : {},
"simulated_actions" : []
}