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New Participant
July 23, 2020

Oculus Quest doesn't work with new input system.

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



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.
This topic has been closed for replies.

3 replies

sh0v0r
Up and Coming
September 30, 2020
Bump!
Just found this thread and would like to know if this has been resolved yet?
January 4, 2021
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.
New Participant
September 1, 2021

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