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dipanker_juego
7 years agoHonored Guest
For Oculus Quest showing Oculus Go controller
Hi I am Using Oculus Quest device and Unity3d 2019.1 with latest Oculus Integration plugins from Unity Store. When I take a build I am getting Oculus go controller model instead of Oculus Quest.
I am getting debug OVRControllerHelp: Active controller type: Go for product Oculus Go
And firstly I tried using Unity XR build in which I am facing problem for Input System, its not detecting any Input of XR Input System as well as Unity legacy Input System.
And firstly I tried using Unity XR build in which I am facing problem for Input System, its not detecting any Input of XR Input System as well as Unity legacy Input System.
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- desjareHonored GuestI am using the native api and the quest controller registers as a Go controller as well: got ovrControllerCaps_ModelOculusGo capabilities.
- AdrianJF2Honored GuestHaving the same thing, since my quest updated for a controller fix on the 4/8/19. Now getting a single controller but the controller position changes to the controller you last pressed a button on. This was using the native api in C++.
- AdrianJF2Honored GuestFigure this one out and it turns out is is an android manifest file issue.Add the following line into the manifest file:<uses-feature android:name="android.hardware.vr.headtracking" android:required="false" />It talks about it here: https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/Change required="true" if you want it to only work with Quest I think. I've got it as false so it will work with GearVr,Go and Quest.
- Day1332Honored GuestThank you for your mention 'AdrianJF2'.
Now I Can see Quest Controller XD, Not Go Controller! - VirtualPabloHonored GuestHi AdrianJF2, thanks for that info... but could you get a bit more into detail? Where is that manifest file that needs to be edited?
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