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Resolved No controller input at all

Discussion in 'XR Interaction Toolkit and Input' started by markw31415, Dec 27, 2020.

  1. markw31415

    markw31415

    Joined:
    Apr 30, 2016
    Posts:
    2
    Hi all,
    Thanks for any assistance. I've tried all day, read the manual, and watched Youtube, but to no avail. I just can't get any movement (or any reaction) from my controllers.
    I have a game project, but I thought I'd try the XR Interactions Toolkit since I figured they'd work there if anywhere. But again no.
    I'm building for Quest, but also testing within Unity by pressing play. I've heard the Quest controllers don't work when you press play, and I hypothesize it's because the build settings are for Quest (Android) but when connected for preview the headset acts as a Rift (with appropriate build settings = Windows/PC).
    Anyway, the headset works fine in both my project and the XR Interactions Toolkit, but it's like the controllers are not even there.
    Here's a shot of the settings for the "Rig", which is the parent GameObject of my XRRig:
    upload_2020-12-27_0-52-44.png

    I'm guessing I'm missing an input manager or some such.

    Sorry for the newbie question. It's a bit confusing between Legacy VR, XR Integration, and all the newer XR Plugin Mgmt / XR Interaction etc.

    Thanks for any assistance in at least pointing me in the right direction.
     
  2. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
  3. markw31415

    markw31415

    Joined:
    Apr 30, 2016
    Posts:
    2
    Thanks so much @mfuad but I think I found my problem. The interactor lines were not set to be visible and I wasn't putting the controllers properly in the locomotion scripts. But now it works. Thanks very much!
     
    mfuad likes this.
  4. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Great to hear!