Comments (10)
hello, have you solved this problem? I am also encountering this issue
from ultimatexr-unity.
Hello. No, the problem is still there. I have no idea how to fix it
from ultimatexr-unity.
I've been using the Pico Integration v2.1.1 and have had this same problem. I tried upgrading the Pico Integration to v2.3.4 to see if maybe something changed on their end, and it seemed to get worse. I could no longer use any inputs ever, even from a fresh app launch.
Seems like maybe Pico changed something about how they're handing input registration maybe?
Note: I'm on a Pico Neo 3, but someone on my team is on a Neo 4 and has been having the same issues.
Update: After downgrading back to v2.1.1, I'm still no longer able to use any inputs in the project. I have no idea what's different, but something clearly broke. Even doing a fresh clone of my project repo doesn't solve the issue.
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I solved this problem By change UxrControllerInput line 87
return EnabledComponentsInLocalAvatar.FirstOrDefault(i => i.GetType() != typeof(UxrDummyControllerInput));
to
return EnabledComponentsInLocalAvatar.FirstOrDefault(i => i.GetType() != typeof(UxrDummyControllerInput)&&i.GetType() != typeof(UxrGamepadInput));
But I don't know why!
from ultimatexr-unity.
I've been using the Pico Integration v2.1.1 and have had this same problem. I tried upgrading the Pico Integration to v2.3.4 to see if maybe something changed on their end, and it seemed to get worse. I could no longer use any inputs ever, even from a fresh app launch.
Seems like maybe Pico changed something about how they're handing input registration maybe?
Note: I'm on a Pico Neo 3, but someone on my team is on a Neo 4 and has been having the same issues.
Update: After downgrading back to v2.1.1, I'm still no longer able to use any inputs in the project. I have no idea what's different, but something clearly broke. Even doing a fresh clone of my project repo doesn't solve the issue.
hello, Do you have Pico4 pro or Pico4 ? I have also updated Integration version to V2.3.4 recently, it can work on my Pico 4 pro. But still cannot support handtracking
from ultimatexr-unity.
Thanks a lot! By the way, do you have any idea of hand tracking using Pico4 and UXR? I found it can support hand-tracking on Oculus but cannot for Pico, Although I saw it has some hand-tracking related scripts attached to the object.
from ultimatexr-unity.
Guys, there's been another revelation in the lab.
My issue was twofold: Inputs not being detected at launch, then (in another app) inputs not being detected after a pause (little popup menu). Both issues were happing when using a Pico headset. (Neo 3 and Neo 4 in my case. No hand tracking, just the usual controllers.)
In the BigHandsAvatar (which I'm using a variant of), the "BigHandsIntegration" child object has a child object of its own called "Components". Inside there are 9 separate tracking/input scripts, one for each platform. On the Neo 3, when my inputs weren't working, I noticed that there were 9 debug logs specifically telling me that it detected the right controller, but only one (Pico) was not "unknown". So as a test I went and disabled the input objects for each platform except Pico. Now it all works perfectly.
When working in the editor, I have the Oculus object enabled (for testing with Quest Link), and when I make a build, I have the Pico object enabled. All others are disabled. Since I've done this, I've had zero input issues. everything works perfectly now, even after a pause. My best guess is that somehow these scripts for the other platforms were causing a conflict and disabling them resolved it.
(tagging @entromp -- In case this helps with dev or is related to similar issues others are having.)
from ultimatexr-unity.
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