I've been working on a Quest experience for a while now, and when I arrived at the office this morning to test a new (completely unrelated) feature, my dev build loaded with only a single controller using the Oculus Go controller model, which I found weird. I added a debug.log statement and asked it what product the device was (using OVRPlugin.productName), and it prints "Oculus Go". I have full positional tracking, and if I press a button on the other controller, the system shifts which hand is active and deactivates the other. So, it somehow realizes it's a Quest, but it tells my system it's a Go anyways. ADB recognizes the device as a Quest, so it's something software related. I have tried restarting my Quest to see if that'll help, but it did not
I've reverted to an earlier build from GitHub that I know worked correctly a couple days ago, built it as a completely new project in Unity reconfigured the names and version numbers to make it a completely separate build for both my developer machine and the Quest, and it still shows up with a Go controller. I have no clue what to do about this
We have noticed a similar issue starting this morning: only one controller is being tracked and the other has it's model stuck on the floor (our 0,0,0 position in scene) until you press any button on it, then it switches states making the other tracked and the other stuck on the floor.
This is affecting all of our builds, newly built and those that was working before today.
Unity 2018.3.2f1 VRTK 3.3.1 Oculus Integration 1.36 Oculus Headset Runtime version 7.0.0.32.358.163419951 Oculus Headset version 7.0.0.32.358.163419639 (on Quest) Oculus Headset version 333700.2680.0 (on connected phone)