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MrLeePerry
4 years agoHonored Guest
Unreliable triggers in Unity project, anyone else seeing this?
Hey all. I've had this nagging thing in my project for a long time now and I've just kind of danced around it, but it's getting to the point where it's a real show stopper.
Imagine you have a game where you're holding two automatic pistols, and you're holding down the trigger with your right hand... and then fairly frequently it just stops firing. You're still physically holding the right trigger, but it's not shooting, and never actually triggers anything set to happen on the release of that trigger/button (no "OVRInput.GetUp" response. Worse, often when this starts happening, it starts triggering the gun in the LEFT hand to start shooting as if that trigger is being held instead.
My gut reactions are "Hmmm... I must have some faulty equipment?" but honestly this was happening when I was doing development on this same project on a classic Rift 1 as well... so, I don't *think* it's that.
Or, "maybe my triggers are physically dirty, and it's making the capacitive nature of them somehow throw errors?" but they're clean and I don't see how that would suddenly make my left hand start acting like it's held down when this error happens *shrug*.
(Oculus XR Plugin Version 1.8.1)
Noodling more with this today, the flaw seems to be in the "OVRInput.Touch" functions...
if (OVRInput.Get(OVRInput.Touch.SecondaryIndexTrigger))
{ rightTriggerTouched = true; }
else { rightTriggerTouched = false; }
if (OVRInput.Get(OVRInput.Touch.PrimaryIndexTrigger))
{ leftTriggerTouched = true; }
else { leftTriggerTouched = false; }
print("Left touched = " + leftTriggerTouched + " Right touched = " + rightTriggerTouched);
Basically, doing that, I can see that very often, touching the right (secondary) trigger sets off the left trigger's bool. Hope that's helpful.
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