Forum Discussion
LordSirSgtJeffrey
4 years agoProtege
grip button no longer works with v46
The grip button no longers work for my OpenXR based app with the v46 update.
37 Replies
- koujakuProtege
I'm also encountering this on Quest 2 when running natively on the headset. System version reports 46.0.0.226.0.406523266.
Quest 2 + Link / PC for the same app works fine however, with Oculus App Version of 46.0.0.230.0- LordSirSgtJeffreyProtege
Can confirm the same results, grip button (squeeze value suggested binding for touch controller profile) only works on Oculus PC OpenXR runtime, just not on Quest with v46 firmware.
- spyzorExplorer
Hey,
I was looking for someone else with the issue. I use Unreal 4.27.2 to develop a game and the grip doesn't register anymore even in older builds where I'm sure it was working before. The controllers works fine in Oculus Home though.
My Quest 2 firmware is at 46.0.0.226.0 - jumbliMember
I've raised a support ticket with Oculus and directed them to this thread for more information.
- LordSirSgtJeffreyProtege
What is going on with this, it's been 3 weeks, I sent a dev support ticket, it affects Quest Pro users as well. This is a pretty bad bug and makes my app unusable for many.
- jenszierHonored Guest
Can also confirm for Quest Pro. Pretty much unbelievable to break an important function like this and not fixing it for weeks...
- jumbliMember
They recently closed my support ticket because they said I hadn't responded after they told me they would get back to me when they had progress to report. I'll open a new ticket to try again.
- ClonedPuppyExplorer
How can this not be fixed yet, after 4 weeks... smh.
- VoodooUomoRetired Support
Hey folks, very sorry about this. We're looking into it now and I will keep you posted.
- VoodooUomoRetired Support
Is everyone here having issues specifically building with Unreal?
So far, we are unable to reproduce this.- jumbliMember
Some of us are using StereoKit which is native OpenXR and is not using any Oculus SDKs.
- aanchal204Honored Guest
Can you share the OS version the HMD is on? You can get this using "adb shell getprop ro.build.fingerprint"
- LordSirSgtJeffreyProtege
No, my app is native OpenXR, no unreal or unity or StereoKit, just OpenXR directly.
- LordSirSgtJeffreyProtege
To further add, with the exact same code (same suggested bindings) built for PC/windows running on the Oculus PC OpenXR runtime it works correctly. Only the Quest OpenXR runtime broke this since the v46 update and happens on all Quest models.
- onitonyHonored Guest
Any chance that your apps are attempting to bind to both input/squeeze/value and also to input/squeeze/click ?
Are there any sharable code samples for the involved suggested bindings and interaction profiles used?
- LordSirSgtJeffreyProtege
input/squeeze/click is not a specified binding option for the touch (pro) interaction profiles in the core spec (or FB unpublished extensions) so no. However I do bind both scalar and boolean actions to input/squeeze/value, the latter is equivalent to input/squeeze/click, this is completely a valid things to do in OpenXR (check the spec) and has worked on the Quest OpenXR runtime in the past (and still working on the Oculus PC OpenXR runtime). I have already tried disabling bindings for either scalar and boolean actions still the same.
My code for suggested bindings is here the code that uses/manages interaction profiles is here
- lionleafMeta Employee
Yes, you're correct, both boolean and float bindings to /value is a valid thing that's supported by the spec.
Thanks for your quick responses, it really helps us narrow this down. Some more questions that would be helpful:
What is the exact observed behavior? It sounds like you're just seeing the float action returning 0.0 and the boolean actions returning XR_FALSE?
What are you seeing for the other values returned from xrGetActionState*()? By that I mean: isActive, changedSinceLastSync, and lastChangeTime.
Thanks,
Andreas
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