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New Participant
April 6, 2021

GetActiveController() function in the oculus package returns incorrect info on the Quest 2

GetActiveController() works perfectly fine when I use Oculus Link and run it on the Unity editor. It return LTouch & RTouch respectively whenever those controllers are used or active BUT when I make an Android build for the Quest 2 it doesn't work. It returns Touch or None. Unity 2020.3.0f1

    1 reply

    New Participant
    November 22, 2022
    I'm now using the Quest 2 and also have a problem with GetActiveController.
    
    There is a code about "HandleInputSelector.cs" and this section implements else statement. I think OVRInput.GetActiveController( ) return other output rather than OVRInput.Controller.RTouch or OVRInput.Controller.LTouch. I'm using Unity 2021.03.06f1