05-30-2024 12:23 AM - edited 05-30-2024 12:41 AM
Solved! Go to Solution.
07-19-2024 04:14 AM
@ImmergenceStudio01 @mdl8bit Just upgraded to V68, it's even worst, I highly suggest you not to upgrade to that version if you are working on concurrent hands and controllers. Now in unity test mode via quest link, you CANNOT use both controllers and hands. if you hold any controller with your hand, you don't get your hands anymore. if you drop the controller, you get your hands back after an awful delay.
This issue is not appearing in the build, but we can't afford to build eachtime we wan't to test a small change.
At this point the dev of our game is on full stop, this is getting beyond annoying and unprofessional.
It's getting very stressful to hit that update button. Anyway to revert back to v67?
07-24-2024 11:41 AM
Hey @Mikyjax, sorry to hear this frustration. We will look into this regression and fix it ASAP.
To help us understand the issue, could you elaborate what do you mean by "in unity test mode via quest link"?
08-19-2024 06:55 AM
Hello @shibow @ImmergenceStudio01 , we've been told this would be fixed in V69. I'm on 69 now
I tried it again in your last Meta XR Interaction SDK Sample 67.0.1>ExampleScenes>
ConcurrentHandsControllersExamples
If your don't hold your controller you cannot interact with buttons or axis.
I don't understand why we have the position of the synthetic controller correctly updating all the time but Not the Input.
This is not concurrent nor simultaneous.
Right now you Input system is either in Hand or Controller mode.......
How do we change that?
08-19-2024 07:07 AM
It is same for me. Maybe we need to update SDK v69 for unity too ? not just headset... Please Meta help us to know if feature will be available ?
08-19-2024 07:28 AM
Hello @ImmergenceStudio01 Did you find a workaround in the meantime? In my game honnestly I could even use a toggle button to say when I want the Right controller to be active and when I want my Right hand to be active. I don't really need an auto-detect like I have if it's not fully working.
Now my left hand should always be the realhand no matter what. Any idea to implement such a system?
I would really appreciate your help.
Thank you.
08-19-2024 07:35 AM
Sorry i am stuck myself. for now i am using the switch system. hand to controller and backside but is is too long yet for back to hand after use controller.
08-20-2024 02:04 PM
Just tried in core SDK v68 update and it's worse.
While it's perfect in unity play test mode, when you build their demo scene you have the same issue as before (button not being triggered while not holding the controller) but you also get an A button press and a Trigger press each time you pinch with your fingers.
So when you do a pinch gesture, in a regular shooter you would actually Fire and Reload... this is beyond comprehension.
Is there anybody from meta in here to tell us what you guys are aiming for? Is your goal to disable the controller input when it's not held and take the trigger and A button from us or are you trying to have your controller behave like in unity?
Both solutions are interesting as I can understand why some game won't need the cpu load of asking for an input from the controller if they don't need it if not held but we need a way to choose! If we can't select the behaviour of our choice at runtime that's really bad...
09-18-2024 04:26 AM
Hello!
We are past the couple months, we are on V69 public. As asked by @ImmergenceStudio01 Could you confirm that we are waiting for the V69 interaction SDK to have this corrected?
Could you also confirm that we will have the exact same behaviour in Quest android build that we have in unity test mode?
Meaning:
If so do you have an idea when this SDK version will drop?
Thanks for your support.
11-08-2024 05:17 AM
@ImmergenceStudio01 I tryied the sample scene with 69 sdk, it seems to be working now.
Is it ok on your side?
11-10-2024 08:35 AM
my last test was not good ! i will retry now !