Button UI pauses to work when XR rig is active. (new Input System)

I’m having problems with my Unity UI in conjunction with my XR rig. Menu buttons works until I actively move or put on my Oculus headset and it goes out of standby, then buttons stop working. If I wait for the Oculus headset image to freeze again, something happens with the input devices and UI buttons starts to work again.

Screengrab: https://dl.dropboxusercontent.com/s/mxd8eq1hqggf8kq/2020-12-30_14-56-39.mp4

6671614--763825--vlc_2020-12-30_15-05-37.jpg
I am using an EventSystem with a InputSystemUIInputModule script hooked up to the DefaultInputAction ActionsAsset

Thankful for any input on how to troubleshoot this.

Regards

Björn

One additional observation: Even If I remove all XR related rigs from my scene, and not even have a single camera rendering - the UI behaves the same. If I rumble the Oculus headset and have it go out of standby (even though it’s not doing anything in the scene) - my UI still stops working and responding to input.

I have no clue how this all ties together, but it’s like the change of whatever devices the system detects make the input system hold. That’s the impression at least.

Hey did you make any progress with this? Getting a similar issue, as well as the screenspace occupied by the vr camera not updating at all once the headset is removed.

I just had to revert to the old event system way of doing it.

Yeah seems to be the only solution at the moment, frustrating

It seems like the VR system automatically hijacks the UI event system. I managed to fix this issue by selectng “Single Unified Pointer” or “All Pointers As Is” in the Event System’s Pointer Behaviour dropdown. By default, it seems Unity can only use a single input device, and apparently the VR Controller takes precedent.

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