I’ve had an issue which now seems permanent where access to the Input.GetKeyDown(“space”) does not trigger when a headset is active. I notice it does respond when I first play the scene but as soon as I make the headset active it no longer responds.
I thought this may have been the InputFocusAcquired status but looking into that I’m not sure that blocks other inputs. This is using a Quest Pro in Unity 2021.3 via Link Cable
Thanks for any guidance.
Would you kindly please report this issue via the Bug Reporter tool?
Please make sure to write the exact steps needed to be taken so that the reproduction would be visually seen. Also make sure to attach a reproduction project and any visual material so that when testing our CQA team can verify that they got the same results. If you can, please use this template:
How to reproduce:
- Open the attached project
- Do this
- Do that
- Select this
- Observe that
Expected result: Something is visible, something is printed or something happens
Actual result: The opposite of what I expect happens
Reproducible with: Editor version I am using (e.g: 2021.3.xf1)
Reproduced on: The OS I am on (e.g: Windows 11, macOS Ventura 13.1 (Intel/Silicon))