I have integrated both the UltimateXR Framework and Oculus SDK via the SDK Manager within Unity (followed all documentation on UltimateXR site)
My current platform is set to Android and I can successfully build and run to the device, and can see controller input working just fine.
However, when running through editor via the Quest Link, the controller input does not seem to work.
The Avatar hands do not respond and just float in space.
I don't understand why input works in just the build, but not in editor.
Open the Oculus app on your desktop and make sure your device is showing as connected
Put the headset on and Navigate to Quest Link mode (the white space area)
Open Unity and navigate to Project Settings > XR Plug-in Management
Ensure Oculus is selected for the Plug-in Providers
Under OpenXR - add the Oculus Touch Controller Profile under the Windows, Mac, and Linux section. (Unsure if this is necessary, these are just the steps that I take every time)
Select the OculusXR Feature
In Unity Editor, navigate to Tools > UltimateXR > SDKManager and ensure Oculus shows Available as its status (I'm assuming you've already installed the Oculus integration package from the Asset Store)
Load into your scene and your avatar should be working.
I have integrated both the UltimateXR Framework and Oculus SDK via the SDK Manager within Unity (followed all documentation on UltimateXR site)
My current platform is set to Android and I can successfully build and run to the device, and can see controller input working just fine.
However, when running through editor via the Quest Link, the controller input does not seem to work. The Avatar hands do not respond and just float in space.
I don't understand why input works in just the build, but not in editor.