Tracked Keyboard Sample no longer working
https://developers.meta.com/horizon/documentation/unity/tk-tracked-keyboard-samples/ This sample doesn't work for Unity 2022.3.16f1, Meta SDK v67, Logitech MX Keys Mini for Mac, Pale Gray. Whenever I select the input fields, I couldn't type anything. This probably duplicated but because the previous issue has been marked as solved, I'm creating another one https://communityforums.atmeta.com/t5/Unity-Development/Tracked-Keyboard-SDK-can-t-type-to-the-input-field-in-the/td-p/968879280Views1like0CommentsInput System and Pointer Pos/Rot
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 After importing SDK:798Views0likes1CommentUnity Spacebar Input in Editor with OVR not working
Hey all, I've had an issue which now seems permanent where access to the Input.GetKeyDown("space") does not trigger when the headset is active. I notice it does respond when I first play the scene but as soon as I make the headset active it no longer responds. I thought this may have been the InputFocusAcquired status but looking into that I'm not sure that blocks other inputs. Thanks for any guidance.817Views0likes0Commentsbuttons not working with old input system after upgrading oculus integration
I've had a project working fine for ages using unity 2021.3.9, OpenXR for input (through the old input system, only positions and buttons), and the oculus integration for oculus features. I've just updated to the latest oculus integration package (nothing else has changed). After doing this everything is tracking fine, I even see the movement of buttons as I press them on the models, but none of the buttons are registering with the old input system anymore. (I've not tested the new one) I've checked everything against my backup and I'm pretty sure it all has the same settings as before. I've tried updating to 2021.3.23 and all other components. I can replace the Oculus folder with the backup and it works, update it again and it doesn't work. I've ended up having to use OVRInput instead for now. Any ideas?1.1KViews0likes0CommentsUsing the left hand start button, getting false triggers
Hi, I'm trying to use the start button on the left hand controller of the quest 2, but I am having trouble with it conflicting with another button on the controller. I am using the new input system and have three actions set in an action map, see the attached image. I am getting the Pause Game action coming through when I press the "start" button, but the problem is that when I press the "Y" button, I get both the Toggle Debug Console action AND the Pause Game action. I have no idea why I would get both actions triggering when the one button is pressed. My Player input is setup like this. Does anybody know why this could happen and how to get around it? Thanks1.3KViews0likes0CommentsWhy is OVR.Get() not returning correct values for Axis2D arguments, on Quest?
I am experimenting with some Quest development, and having trouble getting the thumbstick input values to read. I am able to get buttons and 1 dimensional axes to read, but not 2d axes for whatever reason. Below is a test I did: These give the proper values: Debug.Log("PrimaryIndexTrigger " + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger)); Debug.Log("One " + OVRInput.Get(OVRInput.Button.One)); These give all zero's or false, and never update in response to controller input: Debug.Log("Two " + OVRInput.Get(OVRInput.Button.Two)); Debug.Log("PrimaryThumbstickDown " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickDown)); Debug.Log("PrimaryThumbstickLeft " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)); Debug.Log("PrimaryThumbstickRight " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Touch.PrimaryThumbstick)); Debug.Log("SecondaryThumbstick " + OVRInput.Get(OVRInput.Touch.SecondaryThumbstick)); Debug.Log("SecondaryThumbstick " + OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick)); Debug.Log("LThumbstick " + OVRInput.Get(OVRInput.RawAxis2D.LThumbstick)); Debug.Log("LTouchpad " + OVRInput.Get(OVRInput.RawAxis2D.LTouchpad)); Debug.Log("PrimaryTouchpad " + OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad)); Debug.Log("SecondaryTouchpad " + OVRInput.Get(OVRInput.Axis2D.SecondaryTouchpad)); Funny enough, the a button (the "One" enum) works while the b button ("Two") doesn't. Running Unity 2019.1.2f1 with the latest Oculus android package and Oculus integration. I tried completely removing the OpenVR package as well to no avail. It's all very strange to me, hoping I can find some insight on here.2KViews1like2CommentsCannot find any information on how to make objects move when you do a specific motion
I wasn't really sure how to title this but for I am a new developer using Unity and the Oculus SDK and I am trying to figure how to make an object spawn and move when the player makes a fist and punches. However I cannot find anything on moving objects based on a hand motion. I keep trying to search different things but I am unable to find anything on the topic. Kind of like a force push kind of thing but the object will spawn when the motion happens and not already be in the scene. If anyone has any suggestions of things for me to look up I would really appreciate you pointing me in the right direction. I know I have seen this kind of thing in games before but I cannot find any information online about it so I am assuming that I am just not looking for the correct name of it.564Views0likes0CommentsHow to prevent thumbsticks from triggering UI events?
I'm using the trigger for interaction and thumbstick for movement. When my laser is over an interactable object, both the trigger and thumbstick will activate UI events. Is there an Oculus or EventSystems setting for UI events to ignore the thumbstick? I'm going to try checking OVRInput for the thumbstick when the UI event occurs and see if I can return if that's true.793Views0likes1CommentUnity Button ID
Hello I try to use now the new integrated unity input mapping for the oculus touch controllers https://docs.unity3d.com/Manual/OculusControllers.html but some of the VR-inputs need the unity button ID and i have no idea how to use them. I test it in the input manager. I use the ID as klicked button (ID 1 = button one) but this dosn't work. Also Input.GetButton(ID) do not work. Can somebody help me? kind regards2.1KViews0likes1CommentOculus Input in network issue
I have created an application on unity, the users use oculus headsets and they can connect to a host which use it too. The host can move using the input of the oculus but the other client cant because the input are disabled as soon as they connect to the host. They have network transform and the tracking is working, only the input doesnt work. When I use the method GetConnectedControllers, it send "None". Is this a bug or I'm missing something ? Unity version is 2019 1.1 and Oculus 1.36.0738Views0likes1Comment