Nathanael Anderson
Nathanael Anderson
I get the same results in the current version of Unity 2021 as well. I've tried with both Oculus, and OpenXR without success of reading oculus button input.
Using the latest release from the releases page has the same issue and the package on the unity store.
Same results with both.
WMR controller, I identified the issue while testing an Oculus issue. I plugged in the WMR setup to see if the issue i was having with Oculus affected WMR headsets...
I thought I was still able to read controller input, but i'm not seeing any input from controllers when they have lost tracking either.
I still thought the VIU action set would show when it received actions, as its visible to SteamVR
Previously wiith VIU we would set a public ViveRoleProperty viveRole; for the role the controller was bound to, and read input with ViveInput.GetPress(viveRole, ControllerButton.Menu); So it was a 2 part...
the same issue exists with get axis, and only happens with the oculus controller, when using OpenVR if(!triggerDown && ViveInput.GetAxis(viveRole, ControllerAxis.Trigger) > 0.7) { Debug.Log("Bang"); triggerDown = true; } else...
Legacy, I haven't moved to Unity XR since there is no production ready support for OpenVR in it.
To help clarify, this behavior only happens when The SteamVR plugin isn't installed. When building for Oculus the SteamVR plugin has to be deleted from unity projects, or it won't...