Comments (7)
I'll do some more testing, but if you can't reproduce it, then we'll just keep it open for now. But it won't be a blocker for 0.2
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Closing this as it can't be reproduced.
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"Create a new UPM project for Oculus, run in editor.
This doesn't help. How exactly did you create and configure the project? Did you install the Oculus (Desktop) package?
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Sorry was 1am and used shorthand.
Should have referred to the oculus testplan
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No worries. I just want to make sure the pre-requisites are right. I'll test this today as well but pretty sure it "was" working.
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Wasn't able to reproduce on my end. Controllers and hands working fine with legacy XR and new XR Plugin System.
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I wasn't able to reproduce this neither on my PC nor on my notebook. How do you want to proceed with this?
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Related Issues (20)
- Packages with ovr plugins cause conflicts
- Update Oculus Interface to be able to consume the newer Oculus XR Package HOT 3
- OVR Plugins conflict HOT 2
- OculusControllerDataProvider spawns both controller always
- When a hand looses tracking, the hand stays locked in the scene until tracked again
- Restore GO support on Quest HOT 6
- OVRPlugin error reported in a new project (get_eye_Height) HOT 1
- Plugin OVRPlugin.dll is used from several locations HOT 2
- Update Oculus plugin to the new V13 release HOT 2
- Oculus Touch default configuration is not configured HOT 1
- OculusManifestPreprocessor creates broken AndroidManifest for Quest
- Android / Oculus Quest build requests access to documents and media HOT 1
- Update Oculus Plugin to v1.49 HOT 2
- Update Oculus integration to 15.1 HOT 3
- Oculus Touch Controller Action Mapping configuration missing/misconfigured
- IndexOutOfRangeException after importing XRTK.Oculus module via UPM HOT 4
- NRE on Oculus Package Assets import complete HOT 5
- Oculus Camera Provider needs a default configuration with quality level set to medium HOT 6
- Height difference between Standalone and Native Quest for Oculus platform HOT 3
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