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I think I met a similar problem.
I use OVRInput.GetUp(OVRInput.RawButton.B) to detect whether B is released. A few weeks ago it worked fine. Suddenly it fails.
I use Debug.Log() to check the values and get a surprising conclusion:
OVRInput.Get() works fine but OVRInput.GetUp() and OVRInput.GetDown() always returns false.
And accidentally I found that if I deleted OVRInput.Update() from the beginning of Update(), this bug is fixed. I don't know why. The official document says OVRInput.Update() should be at the beginning of Update() but it causes the bug.
- Tobi-Wan.Kenobi4 years agoHonored Guest
Thanks for your replay, and I'm glad to see that you found a solution that works for you.
Unfortunately, your fix does not work for me. I get the same result using the OVRInput.Update() as without it, and I still get false on both GetDown(), Get() and GetUp() when listening on the B button (or the other letter buttons).
I have now also tested the controllers with the steam input debugger running in the background and steam does pick up the A, B, X, Y buttons correctly when pressed or let go off. So I'm guessing it has to be a Unity specific problem or a bug with the Virtual Desktop Streamer.
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