Oculus Touch Input Lag

Hey guys,

I’m having some trouble with Oculus touch when using the built in Unity GetAxis() function, specifically with grip (or handtrigger) input.
When I was using OVRInput everything was great, but using GetAxis results in major lag upon checking for a returned value of zero (grip released). It returns 0 about .2 seconds after full release. I messed around with the settings in InputManager, but nothing makes it perfect.
There must be something I don’t understand about Input? I’m using UnityInput over OVR so cross-platform can be easier implemented by the way.
Below is my code and InputManager settings. I’m working with lefthandgrip. Ignore right hand.


I have same problem. Did you find any solution for it ? @dvalles

@hgulgen Yeah the solution was to not use InputManager and to never use it again. Haha no I didn’t figure it out. Let me know if you do. Maybe their new system coming out will fix it. I also believe OVRInput is cross platform now: https://developer.oculus.com/documentation/unity/latest/concepts/unity-cross-platform-dev/?locale=en_US