Open nitz opened 2 years ago
Hi,
Thanks for the feedback, we just released v1.14.2 and fix "PoseControl" issue, it is caused by the two types that share same InputControlLayout
About LegacyInput migrate InputSystem, thanks for your patch advice but there are other place also need to be fixed/replaced and we haven't decide how do it.
For now I suggest you enable both input handle in player settings if you are using feature that involves legacy input.
Hello!
My project is using the new Input System, and I need access to trackers, which Unity doesn't yet support through Open XR. As a result, my setup looks like this:
OpenVR Loader
,OpenXR
.steamvr_unity_plugin v2.7.3
,unity-xr-plugin v1.1.4
,Vive Input Utility v1.14.0
Input System v1.2.0
,OpenXR Plugin v1.2.8
,XR Plugin Management v4.2.0
The first issue I ran into was errors from the use of the legacy input system in
OpenVRSettings.cs
, (and by extensionExternalCameraSettings.cs
andExternalCameraHook.cs
). They were the typical errors when the project is set to use exclusively the new input system.I was able to work around those. I've added my simple current patch for that at the bottom of this post.
The larger issue I've run into that hasn't blocked the functionality I need (which is just position & rotation so far via
VivePoseTracker
), but seems like it could become a problem as I add things deals with the posing. Here's a full call stack of one of the errors:Of note: I'm not using any SteamVR_Behaviors in my scene directly.
The error message, "ArgumentException: Expected control 'pose' to be of type 'PoseControl' but is of type 'PoseControl' instead!" seems to be coming from a type mismatch that was not obvious at all to me at first. Once I was looking in the debugger, I saw the
PoseControl
it mentions are in fact different classes:I'm unsure how to tell the whole system to use the correct one (or even really what the "correct one" even should be!)
Let me know if I can provide any more information.
Cheers!
Here's my patch for explicit new input system usage: