Hi, I’m trying to test both Oculus and Vive when only one controller is activated.
the InputTracking.nodeAdded event is called for the active controller but when I get UnityEngine.XR.InputTracking.GetLocalPosition it always just returns Vector3.Zero until the other controller is switched on or activated.
Does anyone know a work around for this? Its kinda an edge case, but if one controller needs charging I want players to still be able to play with one controller and that should work. I’ve checked and I’m definitely passing in the correct nodeType.
Thanks
Please raise this as a bug!