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Motion Controllers not tracked on Unity builds
I am new working with Microsoft Mixed Reality. Right now I am working with the Acer Immersive Reality Headset and the motion controllers. I wanted to give feedback about a problem that we are having with Motion Controllers and see if we can come up with a solution.
First lets describe the set-up:
-Game developed with Unity 2017.2.0f1 (Beta Release Candidate)
-Windows Insider preview build (Version 1709, OS Build 16296.0)
I am not using the toolkit published on GitHub since it is no stable (the Dev branch is in the process of being merged with the Master branch) and it includes a lot of things that are not useful for my project right now.
To get the controller Input and motion tracking pose, I am using the "InteractionManager" class in the namespace "UnityEngine.XR.WSA.Input".
The problem that I am having is that I am not getting any kind of input when I play the app on Unity Editor or from the build package.
The only moment when I can get any kind of data from this class (or the InputTracking class from Unity) is when I do the following steps:
- Unmount the headset
- Press and hold the play button on Unity Editor
- Mount the headset
- Unity loses the mouse focus and the app starts
Doing this I can get all the Input readings. Buttons, touchpad, joystick, position tracking, everything.
I just want to point out that this ONLY WORKS on Unity Editor doing the specified process. It doesn't work on builds or just pressing the play button.
I want to know if someone is having the same issue, in that case, is this problem something that we can fix as developers?
Otherwise I want to warn the mods here, so they can clear this problem for us.