Hello everyone.

We have decided to phase out the Mixed Reality Forums over the next few months in favor of other ways to connect with us.

The first way we want to connect with you is our mixed reality developer program, which you can sign up for at https://aka.ms/IWantMR.

The plan between now and the beginning of May is to clean up old, unanswered questions that are no longer relevant. The forums will remain open and usable.

On May 1st we will be locking the forums to new posts and replies. They will remain available for another three months for the purposes of searching them, and then they will be closed altogether on August 1st.

So, where does that leave our awesome community to ask questions? Well, there are a few places we want to engage with you. For technical questions, please use Stack Overflow, and tag your questions using either hololens or windows-mixed-reality. If you want to join in discussions, please do so in the HoloDevelopers Slack, which you can join by going to https://aka.ms/holodevelopers. And always feel free to hit us up on Twitter @MxdRealityDev.

Unity and pad vibration

I'm trying to get our game Windows store compliant but running into an issue with WACK as I am using a third party dll (XInputInterface) to trigger pad vibration. It's failing because it's pulling in XInput dll which I think is outside of the Windows SDK. This is then referenced through Unity.

Has anyone else had this issue and worked out a way to fix it at all? Or is there another way of using pad vibration which is UWP and WACK compliant.

Many thanks.

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