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Up and Coming
October 13, 2022

grip button no longer works with v46

  • October 13, 2022
  • 37 replies
  • 12540 views

The grip button no longers work for my OpenXR based app with the v46 update.

 

    37 replies

    Inspiring
    October 14, 2022

     

    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

    Up and Coming
    October 20, 2022

    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.

    New Participant
    October 18, 2022

    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

    Up and Coming
    October 21, 2022

    I've raised a support ticket with Oculus and directed them to this thread for more information.

    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    Up and Coming
    November 3, 2022

    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.

     

    New Participant
    November 3, 2022

    Can also confirm for Quest Pro. Pretty much unbelievable to break an important function like this and not fixing it for weeks...

    Up and Coming
    November 4, 2022

    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. 

    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    Participant
    November 8, 2022

    How can this not be fixed yet, after 4 weeks... smh.

    Participant
    November 10, 2022

    Hey folks, very sorry about this. We're looking into it now and I will keep you posted.

    Participant
    November 10, 2022

    Is everyone here having issues specifically building with Unreal?
    So far, we are unable to reproduce this.

    Up and Coming
    November 10, 2022

    Some of us are using StereoKit which is native OpenXR and is not using any Oculus SDKs.

    StereoKit | StereoKit Documentation

    Developer of Dimensional , The Relentless , Breath Tech , Jigsaw 360 View my dev blog at JumbliVR.com
    New Participant
    November 10, 2022

    Can you share the OS version the HMD is on? You can get this using "adb shell getprop ro.build.fingerprint" 

    New Participant
    November 11, 2022

    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?

    Up and Coming
    November 11, 2022

    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

    Meta Employee
    November 11, 2022

    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