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Resolved Build Issue - Controllers not being recognized, but head tracker is

Discussion in 'VR' started by eV-Interactive, Jan 8, 2021.

  1. eV-Interactive

    eV-Interactive

    Joined:
    Oct 25, 2016
    Posts:
    40
    I have a very strange issue building and deploying to Oculus Quest / Quest 2. This is an existing large-ish game to which we are adding VR support.
    • Building on computer A, a deployed .apk works fine.
    • Building on computer B, a deployed .apk exhibits good head tracking, but neither controller is recognized at all. No tracking, no button/stick input.
    • Building a minimal test scene on computer B exhibits good head tracking and full controller support.
    Any inkling as to what might be causing this? Any areas we should suspect?

    Thanks in advance!
     
  2. JoeStrout

    JoeStrout

    Joined:
    Jan 14, 2011
    Posts:
    9,859
    I would begin by searching the logs for errors. You can use adb logcat for that, or you may be able to connect Unity's console to it while it is running (if you leave the cable connected after the build).
     
  3. eV-Interactive

    eV-Interactive

    Joined:
    Oct 25, 2016
    Posts:
    40
    I already compared the logs of the "good" version vs. the "bad" version and saw no differences related to the XR startup sequence, and no errors while running.
     
  4. TreyK-47

    TreyK-47

    Unity Technologies

    Joined:
    Oct 22, 2019
    Posts:
    1,810
    Hello there! Please file a bug report for us so we can investigate further. When putting that report in, please also attach a repro project. :)
     
  5. eV-Interactive

    eV-Interactive

    Joined:
    Oct 25, 2016
    Posts:
    40
    FWIW: We eliminated some 3rd party code (either GameSparks or Playfab) that was causing this issue. Will give you more info when we get back into that.
     
    TreyK-47 likes this.