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Oculus Go Back button long-press issues

ridoutb
Protege
@imperativity
I've been working around the Oculus Go's low button count by adding support for long presses on buttons in addition to regular clicks. This works fine for the Trigger and the Touchpad, but not for the Back button. 


This page says:
[https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/#unity-ovrinput]
"Note that a back-button long-press is reserved and is automatically handled by the Gear VR VrApi."


But this page says a long-press has no effect on Oculus Go. 
[https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-umenu-intro/]
Oculus Go
Hardware Platform Differences
  • A short-press occurs when the button is down less than 0.5 seconds.
  • There is no response to a long-press on the Back button and no animation timer is shown.

I was hoping it would work. OVRInput.GetDown() works as expected, but Get() does not. Get() returns the same value as GetDown() for a click on the current frame, but Get() does not return TRUE when the Back button is held down.

So, long-press has no reserved response on Oculus Go. But, I can't code around the fact that Get() doesn't return the actual button state. 

Is holding this button down not supported? Are there any plans to change this? It would be nice to free up this button to allow for more input options. 


3 REPLIES 3

Art_Code_Build_
Honored Guest
Having the same issue here, tried to play around with the GetDown() and GetUp(), without success.
Looking for help !! ^^

Thanks,

kralvarado
Honored Guest
Also looking for a solution to this.  Thanks.

patrickAltvr
Honored Guest
This is unfortunate. I was hoping to use the back button as a 'shift' key to make the trigger button perform an alternate function. Unfortunately, OVRInput.Get for OVRInput.Button.Two and OVRInput.Button.Back, which is supposed to return true while the button is pressed down by the user, is not working as described. Uniquely among the buttons, the back-button always reports the press down, followed by a press-up, exactly one frame apart, and always after the user has already lifted her thumb off of the button. OVRInput.GetDown, and OVRInput.GetUp have the same behavior. This means the back button cannot be used for anything but a simple 'click' detection, and cannot be used as a shift-key. Given how few buttons the developer has to work with on this controller (in our case the trackpad is reserved for player movement), this is an unfortunate limitation.