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Yep, that was it! Glad we got to the bottom of it - thanks for walking me through this.
Update! After further investigation, I discovered the issue is originating from the device I'm copying state from (in my case, an...
No problem, I appreciate the help! I looked into the event trace as you suggested. For as long as the button (in this case, "triggerPressed" -...
Thanks for this @rdjadu - I think I'm following your explanation. I came back to this issue after working on other things for a couple months,...
Also, dealing with this issue. Looks like the Unity team marked it as "Fixed" here in their issue tracker - at least for specific versions....
I'm working on an application that will be shipped to both Android (Meta Quest) and WebGL platforms. While much of the functionality is shared,...
Think I posted this with some EOD burnout. In order to receive callbacks, OnUpdate must be implemented in an InputDevice-derived class and an...
Thanks for the explanation. So, the monitor shouldn't qualify a state struct passed into the system via QueueStateEvent as a state change as long...
Hi folks! I'm trying to understand why my OnUpdate callback (implemented with IInputUpdateCallbackReceiver) is working in one script and not...
Currently, I'm building out a custom input device that passes its state to the system via QueueStateEvent in an OnUpdate callback. This custom...
OVRInput is the Oculus SDK provided way of reading controller input, but the Input System should be detecting and reading input from Oculus Touch...
Ahhh, makes sense. I actually did notice that there were additional Oculus controller layouts being added when the controllers connected at...
Thank you for the reply! Both of these examples make sense to me and should help me along. I think some of my confusion was due to this Oculus...
I'm trying to copy/reference state from a OculusTouchController device in a custom input device. Both devices inherit XRControllerWithRumble and...