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April 17, 2015

Keyboard issues with 0.5.0.1 [solved]

Hi,

I updated to the 0.5.0.1 SDK, runtime, and Unity Integration. Now I'm experiencing strange keyboard errors in anything I build with Unity (version 4.6.4). Arrow keys and WASD keys work, but pressing the space bar (to get the stats menu), or pressing R (to recenter), or pressing ESC (to exit the game) all do nothing. If I revert to the 0.4.4 Unity Integration package (without changing anything else), all those keys work again.

iMac, Intel Core i5-3470S CPU @2.90 Ghz, 8.00 GB RAM
Windows 7 Enterprise, Service Pack 1
NVIDIA GeForce GT 650M
DK2, SDK version 0.5.0.1
Display Driver Version 1.2.4.0
Positional Tracker Driver Version 1.0.9.0

Glenn
    This topic has been closed for replies.

    4 replies

    Inspiring
    April 17, 2015
    Space, R, and Esc are all handled by OVRMainMenu (https://developer.oculus.com/doc/0.5.0.1-unity/class_o_v_r_main_menu.html). Can you make sure that script is still present, configured properly, and not throwing any exceptions in the console?
    April 17, 2015
    OVRMainMenu is present, and it does look like it's configured properly (space bar should bring up the menu, for example). I get no warnings or exceptions in the console.
    April 29, 2015
    I've discovered that if I create a new Unity project, import the 0.5.0.1 Unity Integration package, open the "Room" scene, and play it, then all keys work as they should. If I import my own assets into that scene, everything continues to work. However, if I take an existing project, delete all the old OVR files and folders, and import the new Unity Integration package into that project, then the keys do NOT work. Does that suggest to anyone what might be going wrong for me, or what I might do to find out?
    June 17, 2015
    The problem turned out to be that the OVR PlayerController prefab did not include the OVR Main Menu script (don't know why I thought it was present earlier). The PlayerController in the OVR "Room" scene did include the script. When I added it to the prefab in my own scene, the keys worked as they should.