I updated unity from 2022.3.0f1 to 2022.3.5f1. And with it I tried to update all packages. I am on PC in Unity Editor with a Valve index, windows 10, AMD 3700x CPU and AMD 5700XT GPU.
Everything is fine as long as I use OpenXR 1.7.0, but with 1.8.1 it crashes on play. With this error :
Could not find active control after binding resolution
UnityEngine.InputSystem.LowLevel.NativeInputRuntime/<>c__DisplayClass7_0:<set_onUpdate>b__0 (UnityEngineInternal.Input.NativeInputUpdateType,UnityEngineInternal.Input.NativeInputEventBuffer*)
UnityEngineInternal.Input.NativeInputSystem:NotifyUpdate (UnityEngineInternal.Input.NativeInputUpdateType,intptr)
The error string comes from InputActionState.cs line 631.
When I rollback to openXR 1.7.0 everything works again.
In the changelog of 1.8.1 I don’t see anything that could impact my setup.
Other posts with this error message don’t seem to be about VR. Since it all works in 1.7.0, I’ll just rollback for now.
Anyone else had this error with openXR 1.8.1? Or tips about solving this? Thanks.
If you disable the meta hand tracking aim you’ll lose the ability to use hand rays and properly detect when the system menu options are showing. I do not recommend removing it if you intend to use hand tracking on the Quest platform.
One thing that might help since this steps from an upgrade is to close your project, delete the PackageCache from your library folder, and then reimport all assets when you reopen the project.
The error is still going after delete and reimport all procedure. Tried to update to openXR 1.9.1 and downgrade to 1.7.0 but it do not solve the problem.
My use case:
I start with controllers and hands animation (full open - close - pinch based on trigger and grip values between 0 and 1 in a blend tree to pick the correct animation). Then swap to hand tracking (all good with no errors). But sometimes when you swap back to controller the error appear even if the input works fine. The main problem for me is that the animator parameters that refer to trigger and grip do not range anymore from 0 to 1 but from x to 1 where 0 < x < 1 (Visually the hands are more closed even if I am not pressing any buttons).
But this error appear also in the HandsDemoScene so i suppose my animation problem is just a consequence of the error.
Any news? my project literally depends on fixing this issue. My problem seems to appear after i try interacting with UI with XR hands. If I press a button, the hand with i pressed it with loses the ability to grab anything (the ray also stops appearing). The error then shows when I switch to controllers.
I am not using hands only controllers. I still get an crash with error from InputActionState.cs line 631, but only when I shutdown steamVR with a Valve Index connected. Currently on Unity 2022.3.11f with openXR 1.8.2. Not great, but currently not my biggest issue.
I am guessing this is because the controllers are not registered anymore and the input system does not like this but lacks a non-crash methode of dealing with the situation.
If you can make a small project that clearly shows the issue there is a chance a bug report will help.
Today I tried to update the Input System to 1.8.0-pre.2 and the “Could not find active control after binding resolution” error disappear (my animation problem still exist but probably is my code not working correctly). You can give it a try.
Esta solución la escribí en español e inglés (con un poco de ayuda del traductor de Google).
I wrote this solution in Spanish and English (with a little help from Google Translate). Colocaré un par de imágenes al final del post.
Esta fue una solución al problema que me impedía visualizar la escena en mi visor VR.
This was a solution to the issue that prevented me from viewing the scene in my VR headset. I’ll put a couple of images at the end of the post.
ESPAÑOL:
Estoy realizando el curso de VR de Unity, ya que compré el Meta Quest 2. Cuando llegó el momento de utilizar el visor para ver la escena a través de él, la “pantalla” se ponía de color negro y luego volvía al menú de QuestLink (donde puedes ver la pantalla de tu ordenador). Después de buscar y leer información en varios foros y videos, llegué a la conclusión de que mi problema era OpenXR. No estoy muy seguro de qué cosa fue la que falló, pero logré “solucionarlo” cambiando la opción de Plug-in Providers:
Deshabilité la opción OpenXR (Project Settings>XR Plug-in Management>Plug-inProviders>OpenXR)
Habilité la opción Oculus (Project Settings>XR Plug-in Management>Plug-inProviders>Oculus)
Si bien no es una “solución” per se al error “Could not find active control after binding”, cambiar este plug-in me permitió probar la escena del curso sin problema alguno. Estoy contento de haber encontrado esta solución ya que así puedo continuar con el aprendizaje.
De antemano me disculpo si esta “solución” no te ayuda con tus problemas. Así mismo, estaré contento si te ayuda a solucionarlos.
Sinceramente, Pez
ENGLISH:
I’m doing the Unity VR course since I bought the Meta Quest 2. When it came time to use the headset to view the scene through it, the “screen” would turn black and then go back to the QuestLink menu (where you can see your computer screen). After searching and reading information on various forums and videos, I came to the conclusion that my problem was OpenXR. I’m not really sure what went wrong, but I managed to “fix” it by changing the Plug-in Providers option:
I disabled the OpenXR option (Project Settings>XR Plug-in Management>Plug-inProviders>OpenXR)
I enabled the Oculus option (Project Settings>XR Plug-in Management>Plug-inProviders>Oculus)
While it is not a “fix” per se to the “Could not find active control after binding” error, changing this plugin allowed me to test the course scene without any problems. I’m glad I found this solution so I can continue learning.
I apologize in advance if this “solution” does not help you with your problems. Likewise, I will be happy if it helps you solve them.
This issue is still continuing. When switching back from hand tracking to controllers, the fingers are bend and the value is never set to 0, just like Eros96 mentioned. Its not crashing the app or preventing any interaction, but it is still annoying that trigger and grip are stuck at weird values when switching controllers.
Hello @Alixff2023 , can you please update to Input System 1.8.1 and see if the error still persists? We have not been able to reproduce this same issue with the latest updates. Similarly, @PezInSpace , if you go back to using the OpenXR provider while updating to the Input System 1.8.1, you should no longer see the issue either.
Okay I’ve updated to 1.8.1. While the error that is thrown is gone, the trigger and grip values are still stuck on weird values when switching from hand tracking to xr controllers. And they are never set to 0