After trying to understand how EditorVR is abstracting VR input systems I discovered branches where work has been done on this: https://github.com/Unity-Technologies/input-prototype/tree/new-vr-input and https://github.com/Unity-Technologies/input-prototype/tree/editorvr/main Exciting, but I haven't been able to get it working. Standard non-vr input (ex: mouse) works fine, but VR input fails silently which makes debugging difficult. Is there something I'm missing?
This was a cross-post and was already answered, so I'll post a link here, too: https://forum.unity3d.com/threads/editorvrs-use-of-input-prototype.461040/