Gear VR Controller in 2017.1 No Longer Tracking

I updated my project this morning to 2017.1, and noticed that my GearVR Controller is no longer tracking. I was previously tracking using the RightHand VR Node, but this no longer seems to work. I’ve tried using the added GameController node, thinking this might have been added for Daydream/GearVR controllers, but this didn’t seem to work as well. Has anyone else had any problems with this and perhaps found a solution?

Can’t say I encountered any problems during the beta with my product, but I use the Oculus Utilities rather than using Unity’s inputtracking (because they don’t do everything the sdk does). You’re not using the utilities correct?

Correct, I’m not using the Oculus Utilities package. I was trying to use just the Native VR functionality, as that worked for my purposes just fine. In my app the Gear VR Controller is used just as a pointing device/input, so I didn’t need the touchpad input from the controller. I was able to use InputTracking.GetLocalRotation(NodeType.RightHand) to set the orientation of the controller, and get a trigger/pad click using Mouse Button 0. Super simple. But now that seems to no longer work. I tried using the different node types, all to no avail.

Also, when I called InputTracking.GetNodeStates() to get a list of all the tracked nodes, it only reported the Left Eye, Right Eye, Center Eye, and Head, with no connected joysticks.

Also to clarify, the button input is still working. I am able to detect the trigger/pad click on the Controller, but I can not seem to get it’s rotation natively. I will continue to look for a solution, otherwise I may just have to utilize the Oculus Utilities.

I did notice that NodeState added some properties to it including rotation so you might want to try that.

https://docs.unity3d.com/ScriptReference/VR.VRNodeState.html

Otherwise if neither work I’d submit a bug report.