Hi. I’m on Unity 6000.0.60, I have a Hybrid Polyspatial/Metal app that is live on the store.
I own multiple headsets. Seems to me that on VisionOS 26.0.0 everything works fine. But on 26.0.1 hand tracking doesn’t work. Done fresh installs on both and I feel like this is the case. Tried 26.1 beta 3 and have the same issue.
I’m on 2.4.3 for the VisionOS packages. But I had the same issue on 2.1.2 and Unity 6.000.26. Also tried 1.5 and 1.7 for the XR Hands package. I’m on input system 1.15.0, was on 1.11.2. Same issue anywhere I look.
The XRHandSubsystem I believe is being made, but if you poll the position of the rootPose for either hand it’s just sitting at 0,0,0
I was previously using this to know when things were working.
“subsystem.trackingAcquired += OnTrackingAcquired;”
But on one headset it gets called, and one it doesn’t, same build. Any ideas?
Hello!
Could you share a few more details on the issue you’re describing:
- under what app mode is the input issue manifesting, or is it the same for both?
- which Xcode version are you using to build the app where the issue manifests? do you have similar results if you build th app using a different Xcode version?
- does the issue also reproduce on any visionOS simulator runtime?
If you have a repro project/scene you can share, that would help a lot!
Same issue in both, technically I only use hand tracking in the metal mode, but I have some hand UI setup just visually hidden in the PolySpatial mode. And on the old VisionOS it reports positions and initialises correctly in both.
I was on Xcode 16.1, I’ll try updating today.
Also I haven’t tried in the simulator, I’ll give that a go today if the Xcode update doesn’t help.
Sounds good! Can you also check the following: change your app to start up with a Volume Camera Window Configuration other than Metal. Make sure to set the same Volume Camera Window Configuration in Project Settings → PolySpatial → Default Volume Camera Window Config as the initial Volume Camera Window config should match the default one set in PolySpatial settings. You can then try cycling over to a Metal Volume Camera Window Configuration and seeing if you’re still seeing issues with input.