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The G2 reverb requires a special interaction profile for input that can be found in microsofts openxr package....
Everything looks good with your project from a Unity standpoint as far as I can tell, but I dont have a Vive Tracker to test with here. I would...
I posted a workaround here https://forum.unity.com/threads/unity-openxr-error-failed-to-suggest-bindings.1206319/#post-7806471
The best bet at this point is to submit a unity bug so it can get assigned to someone to look into. This is not an OpenXR bug so we need to make...
Unfortunately most devices dont let you change the frequency, the steam index does, but I dont think the Oculus does.
With OpenXR the recommendation is to use specific device bindings, because XRController is just a macro that expands to bindings within all the...
No update as of yet, until oculus officially switches over to OpenXR I am not sure there will be much change. If you are blocked you could look...
For the UI/LeftAim there is a workaround but it requires a copy of the OpenXR Oculus Interaction Profile to be made that changes the names of...
Unity is pushing an extension called the `Palm Pose` that would help do this, outside of that I dont know of any but we can discuss it with the...
Noticed two things that you may want to try. 1) You are running a pretty old version of the Windows Mixed Reality runtime (108.2111.23004). The...
I dont believe they intend to change it at all. The grip and aim positions are all correct by OpenXR standards. The issue is that controller...
The path unsupported errors are just from the Oculus runtime because it doesnt support those interaction profiles properly, but they should just...
Most of this should already be handled by the Unity OpenXR plugin as the data is fed through the InputSystem. Currently it looks like what is...
I reached out to Valve to see if they have any insight.
If you have the microsoft packages installed which it appears you do then there should be a G2 Reverb interaction profile that you can add with...
Yes I was using the headset and controllers. At this point the only suggestion I have is to create a test project and submit a bug so we can take...
I dont have a vive tracker that I can test with but the code looks correct at first glance. You may want to check your player log and editor log...
I actual I actually just saw that myself, we will look into it. Thank you
Have you tried OpenXR 1.3.0 or 1.3.1 ?
I recommend any issues you are seeing that you submit bugs with test projects if possible and post the issue numbers you are assigned here. With...