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Oculus Touch Axis inertia

Discussion in 'AR/VR (XR) Discussion' started by kookyoo, Apr 20, 2017.

  1. kookyoo

    kookyoo

    Joined:
    Apr 19, 2010
    Posts:
    53
    Hi,

    I'm trying to get my game working with Oculus Touch but I'm facing a very annoying issue with the GetAxis on Touch's inputs, the axis values has a very strong inertia. For exemple pressing the trigger to its maximum capacity takes around 1 second before the value reaches 1 in Unity.

    I tried both Input.GetAxis() and Input.GetAxisRaw() with an exact same result. I played with the sensivity and deadzone from InputManager but it definitely doesn't give acceptable results.

    I'm using Oculus through Unity's OpenVR native integration, maybe Oculus SDK could give better results but it won't be compatible with others devices wich is important for me.

    Am I the only one facing this issue ? I can't find anything about this on this forum.

    Thanks for your time,

    Seb C.