Describe the bug
In VR project, moving Oculus Controller will move player hands on both instances (project & clone). However, it's not the case with controller buttons.
To Reproduce
Steps to reproduce the behavior:
Create a VR project with a basic hand or object following the tracked device position of your Oculus Controller
Launch your game on the original unity window and on the clone
Move your controller
Whatever which clone window is in front, your hand will move on all the running instances
Expected behavior
The device tracking should only be done for the project corresponding to the window in front / selected in order to move each player hands independantly.
Screenshots/Video
Enviroment (please complete the following information):
Unity Editor Version: (For Example: Windows 2020.3.4f1)
ParrelSync Version: 1.5.1
OS Version: Windows 10 Family , v.10.0.19044 (Build 19044)
Additional context
I'm not sure, but I think that I didn't have this problem before.
Controllers buttons are working fine (if I push the trigger of my controller, which will close my hand in my project, the hand is only closing on the game corresponding to the selected window (in front).
Describe the bug In VR project, moving Oculus Controller will move player hands on both instances (project & clone). However, it's not the case with controller buttons.
To Reproduce Steps to reproduce the behavior:
Expected behavior The device tracking should only be done for the project corresponding to the window in front / selected in order to move each player hands independantly.
Screenshots/Video
Enviroment (please complete the following information):
Additional context I'm not sure, but I think that I didn't have this problem before. Controllers buttons are working fine (if I push the trigger of my controller, which will close my hand in my project, the hand is only closing on the game corresponding to the selected window (in front).