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Input System and Pointer Pos/Rot

skyleen
Honored Guest

Hi there!

Recently i found a bug that arrived with latest Oculus integration package. I can't tell exactly wich one but around V55.

So, input system is broken when importing the Oculus integration or Meta XR package. Pointer Position and Rotation will gone and missing if we use Oculus, 4-5 month ago it worked well.

First picture, without Oculus SDK/Meta XR

image.png

After importing SDK:

image2.png

1 REPLY 1

skyleen
Honored Guest

I found that com.unity.xr.oculus@4.1.2 package has the device layout.
com.unity.xr.oculus@4.1.2\Runtime\InputSystem\devicelayout.cs
And it's missing the pointerPosition and Rotation, 4-5-6 months ago it worked, so somehow it disappeard. I copied the package into assets and removed from package manager. I write the missing pointerPosition and rotation, now input system recognize it but still got NULL value. In the last image, that cube is my hand looking left, and the green arrrow is my pointerPosition and rotation. Something has broke, since it worked fine half year ago.

I added this line to devicelayout

[Preserve]
[InputControl(aliases = new[] { "pointerPosition" })]
public Vector3Control pointerPosition { get; private set; }
[Preserve]
[InputControl(aliases = new[] { "pointerRotation" })]
public Vector3Control pointerRotation { get; private set; }

pointerPosition = GetChildControl<Vector3Control>("pointerPosition");
pointerRotation = GetChildControl<Vector3Control>("pointerRotation");

image32.pngimage456754.png