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GetActiveController() function in the oculus package returns incorrect info on the Quest 2

blahblah1993
Level 2

GetActiveController() works perfectly fine when I use Oculus Link and run it on the Unity editor. It return LTouch & RTouch respectively whenever those controllers are used or active BUT when I make an Android build for the Quest 2 it doesn't work. It returns Touch or None. Unity 2020.3.0f1

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