Getting XR controller input in legacy input API not working?

Hey everyone!

I’m currently making a simple camera controller that uses Unity’s legacy input system.
I’ve set up a few axes that should respond to controller inputs of indices 4, 5, 9, and 10 (respectively right stick movement horizontal and vertical and the two triggers), and to accept input from every controller.
This works fine with a regular xbox controller as expected, but I’m receiving nothing with my HP Erazer controllers. They’re correctly connected as far as I can tell (WMR Portal says they’re connected) and not a single button does anything, so it doesn’t seem to be a case of incorrect mapping.
According to Unity’s page on XR Input (here) this should be possible.
Is there perhaps something I’m overlooking or doing wrong?

That should give you the right touchpad and both triggers.

Curious what Unity version you are using.
Also, do you get any XR Controller names returned from Input.GetJoystickNames?

Also, does the headset track? E.g. When you hit play, do you see your scene in the headset, and if you move your head does the camera move?

Hey there!

I just tried again after modifying my code to get those names logged, and things are working as expected now.
I’m assuming I might’ve done something wrong in my software setup with SteamVR and WMR before.

Thanks for reaching out either way!

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Ain’t that always the case, you go to demonstrate the issue and it disappears!
Glad it got resolved.