Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Camera is frozen when building and deploying to quest

Discussion in 'XR Interaction Toolkit and Input' started by puterichNew, Apr 12, 2021.

  1. puterichNew

    puterichNew

    Joined:
    Aug 9, 2013
    Posts:
    7
    When I press play in the editor. I cannot look around and move the controllers until I click the game window. The camera is stuck at the origin of the Room-Scale Xr Rig (Action Based). This is fine but, when I build to the oculus quest 2 I have the same issue, except this time I cannot click with the mouse to focus the game window.
    It feels like the application does not have focus?
     
  2. zajcev-bb

    zajcev-bb

    Joined:
    Aug 14, 2020
    Posts:
    4
    Check if there is only one camera. The one on the rig. Remove any other cameras.
     
  3. puterichNew

    puterichNew

    Joined:
    Aug 9, 2013
    Posts:
    7
    there was a stacked camera but I removed it and it's still not working.
     
  4. EricJ13

    EricJ13

    Joined:
    Feb 28, 2009
    Posts:
    354
    I was having the same problem in the editor (using 2020.3.X), but not in builds. The Lock Input to Game View option mentioned here worked for the editor: https://docs.unity3d.com/Packages/c...tml#using-actions-with-action-based-behaviors

    I don't think that will help you with builds, I think it only applies to the editor but I may be wrong... wouldn't be the first time. Maybe there's something in here that will help: Configure Unity Settings | Oculus Developers

    Good luck, hope you get it resolved.
     
  5. puterichNew

    puterichNew

    Joined:
    Aug 9, 2013
    Posts:
    7
    Thank you, these are good links.
    I did setup a new project, moved the content of the asset folder over and used a new rig. This did work, bu still having an issue (all white in some scenes) but that might be an unrelated issue I will go through those oculus unity configurations to make sure