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Comments (10)

mbt1909432 avatar mbt1909432 commented on May 12, 2024

hello, have you solved this problem? I am also encountering this issue

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Gango98 avatar Gango98 commented on May 12, 2024

Hello. No, the problem is still there. I have no idea how to fix it

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Schaeferyn avatar Schaeferyn commented on May 12, 2024

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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chengj78 avatar chengj78 commented on May 12, 2024

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!

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mbt1909432 avatar mbt1909432 commented on May 12, 2024

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

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mbt1909432 avatar mbt1909432 commented on May 12, 2024

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.

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Schaeferyn avatar Schaeferyn commented on May 12, 2024

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.)

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