simple question:
does anyone having issues with getting button input from oculus rift controllers using the current oculus integration asset (ver. 1.37) from the asset store?
do the methods like
// returns true if the primary button (typically “A”) is currently pressed.
OVRInput.Get(OVRInput.Button.One);
and such (https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/)
still work?
I’m new to working with oculus and still quite new to unity, but right now even the demo scenes from the sample framework delivered with the oculus implementation asset have dead buttons.
Tried unity versions
2018.4.1f1
2018.3.7f1
2017.4.27f1
to no avail. Not even the finger poses of the avatar’s hand change, when removing fingers from buttons. I’m pretty sure they did couple of days ago, when I had the very first tests of the implemetation asset. Yesterday the oculus app forced an update. Is the implementaion asset outdated now?
This is the exceptional case for me to write in a forum, usually I find all the answers by googling and reading. Thaks for replying kindly