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Oculus Quest 2 controllers recognized as Oculus Go after building for Android in Unity 2020

VitoSSC
Honored Guest

I know it's a common issue with oculus products. I'm working on a VR project with the following tools and plugins:

- SteamVR Package
- Oculus Integration
- Vive Input Utility

All of them are in their latest versions. The project seems to run normally, both on the editor and desktop platforms. The problem is, when building for Oculus Quest 2 (Android), the controllers are replaced with the ones from Oculus Go, and the input mapping doesn't work either.

I've tried changing the AndroidManifest.xml file, as seen in the following link:

https://forum.unity.com/threads/ovr...lus-quest-is-detected-as-an-oculus-go.758540/

But still, It doesn't work. Has someone encountered with the same problem?

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