I’m having problems getting the primary and secondary buttons presses working. Every other input feature seems to work, including the “touch” event for the buttons, but “press” never becomes true.
I’m using Unity 2021.2.7f1, OpenXR plugin 1.3.1 in my actual project. I created a test project from the VR template project, that had OpenXR plugin 1.3.0 and it has the exact same problem. If you look at the input debugger, primaryButton and secondaryButton never become true, for both hands.
Yeah, that’s exactly the same for me, when I’m using the Quest with SteamVR as the OpenXR runtime, primary and secondary buttons do not work. Switch to the Oculus runtime and they work fine.
I don’t have an solution, but want to add my +1 to this. It worked months ago when we released our game, but at some point in the past… 3 months or so I guess it stopped, idk if it’s an update to the openxr runtime or steamvr or oculus or whatever but it’s definetely not giving me buttonPressed events
One of my users has the same problem. This is a build .exe for PC VR running on Oculus Quest2 using Virtual Desktop.
Everything was working perfectly until a few weeks ago. Has stopped responding buttons A, B, X, Y… the rest (trigger, tracking, joysticks) works fine.
It’s happening on two different PCs with two different Oculus Quest 2, so it’s not a hardware issue.
I’m still investigating this case, but I also suspect it has to do with some update to SteamVR and/or the OpenXR runtime (Oculus runtime or SteamVR runtime).
The current SteamVR version is: 1.22.13. I will try to update using the latest available SteamVR beta.
We have updated to SteamVR v. 1.23.2 (beta 06/15/2022), with SteamVR as OpenXR runtime and the problem persists. The software doesn’t get the buttons input (X, Y, A, B) from the Oculus Quest 2. The rest works fine: tracking controls, triggers and joysticks.