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Oculus Quest doesn't work with new input system.

ELIOT_VR
Honored Guest
Hello.

I am developing a game for VR platform.

I'm using Unity engine 2019.4.4f1.

To support various VR, we are using Unity's new input system.

While binding the input action for Oculus quest, the input using the following binding is not applied.

<OculusTouchController>{RightHand}/thumbstick/x

yi3pilfp2uyg.png

It does not work.

Is there a binding path for Oculus Quest controller?

I also saw a tip to use a path like OculusQuestControllerRight/thumbstick through Thread.
But this also didn't work.

If anyone knows how to apply, I would appreciate it if you let me know.
3 REPLIES 3

sh0v0r
Protege
Bump!
Just found this thread and would like to know if this has been resolved yet?

JeffHunter
Honored Guest
hi, did you solve this?
I found out (after two days of searching), that you have to activly set unter (Project Settings -> Player -> Other -> Configuration -> Active Input Handling) to use the new input system, instead of the old.

alpha.rats
Honored Guest

Wondering if a solution has been found for this problem, I have a similar issue.

Uninstalling the new Input System and using OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick) doesn't work neither.
Re-generating the AndroidManifest.xml didn't solve the problem.
OVR plugin version : 1.61.0 installed through Unity XR Plugin Management.

 

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EDIT

This solution worked for me :

  • Uninstall the Oculus plugin package and XR Plugin Management from project
  • Install the asset store version of the Oculus Intergration and restart the project