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Description
I can track the position and rotation of the HMD & the controllers, but i can't get any sort of input from the controllers. Using TryGetFeatureValue for both scenarios. The funny part is once building the project into standalone windows executable everything works as expected. It's the editor that fails to register controller inputs. This applied only to UnityXR input system and not the oculus SDK since I can get controller feedback if I would to download the OculusUnitySDK manually both in editor and in build mode using their example scenes.
I have tried it on multiple unity versions, also did try installing older oculus sdk versions and openVR. But nothing
TryGetFeatureValue with the exception to the position and rotation, the method always returns true for being valid - but the output variables are always equal to default values ( false, 0.0f, Vector2.zero, ... )
Edit
Just found out after covering the brightness sensor, the inputs will start working in edit mode as well.
I have disassembled my Rift S to make it easier for quick prototyping, seems like my device is going to get some electrical tape on top of the sensor until the issue is resolved.
P.S. all the inputs that have been made via the controller prior to covering the sensor will be immediately received the moment the controller becomes "reactive" so don't get surprised if you happened to log input changes as it will flood the console. Same thing applies to haptic feedback, any outputs made to the device ( impulse / vibration ) will be executed in the same time.
Edit 2
After any one of the controllers became reactive for the first time ( cover the sensor and activate the screen ), it doesn't meter if you would reconnected the controllers any amount of time, or the brightness sensor lose focus ( blanking out the screen ) - the controllers will always be reactive even tho the HMD screen will be competently blank, or you would reconnect the device while the screen is blank and the inputs would still be captured... very strange, seems like something is preventing partial controller input communication ( since the rotation and position of the device that was accessed via the TryGetFeatureValue always worked both for the headset and the controller even before the initial controller input reaction )