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craig.sanford's avatar
4 years ago

Quest angular velocity wrong in builds

I posted about this a while ago. Following up to see if anyone else has seen this. 

 

The OVRInput.GetLocalControllerAngularVelocity()  method returns world space velocity in Quest builds. This does not happen in the editor/PCVR builds. This also does not occur when using a link cable even if the device shows up as "quest link".

 

This is a very easy to reproduce bug and I'd love to know if this is on the Oculus Integration team's radar. 

 

Anyone have a great idea on how to work around this/and or how to get the attention of the Integration devs? I can't find a place to submit bug reports anymore.