#Vr controllers don't show up
1 messages · Page 1 of 1 (latest)
No matter what tutorial I follow I either need to:
1
Have XR origin (action) which has the left and right hand controllers automatic as child objects.
I keep getting XR Origin (VR) which doesnt come with controllers, just the camera.
2
Add XR Controller (Action-based). Which as you can see in the screenshot doesn't show up.
You can see I did add the XR Device simulator but in the tutorial that uses the XR Device simulator he still needs actual left and right hand controller objects under the XR Origin and so I am assuming so do I.
I have the following packages installed:
XR Plugin Manager with Mock HDM loader and Open XR (with occulus touch controller profile)
XR Interaction Toolkit installed with XR Device Simulator and Starter Assets
Any help will be greatly appreciated. This is for a job interview test, the whole test was super easy but I am new to VR though and so just this single aspect of why cant i get controllers into my scene is keeping me stumped.
Vr controllers don't show up
Okay, so my assumption is that you are using XR Interaction Toolkit 3.0, correct? The XR Controller (Action-based) was deprecated in XRI 3.0 in favor of a simpler workflow. The tutorials must still be referencing XRI 2.x. Here is the documentation about it: https://docs.unity3d.com/Packages/com.unity.xr.interaction.toolkit@3.0/manual/upgrade-guide-3.0.html#controller-based-classes. That page has other information that my be different than the tutorials out there.
The main difference is to use TrackedPoseDriver (Input System) and ControllerInputActionManager instead of XR Controller (Action-based). The TrackedPoseDriver will allow the physical controller to move the GameObject. The ControllerInputActionManager is a convenience script we wrote to watch what buttons are pressed and turn on/off interactors or locomotion so if they share the thumbstick or buttons, they don't conflict at runtime.
From there, adding the Interactors underneath it should be pretty much the same. When the tutorial talks about setting up the Input Actions, those are now on the Interactors rather than the XR Controller (Action-based). The XR Ray Interactor and Direct Interactor are still okay to use, but have been replaced by a single Near-Far Interactor to simplify swapping between near-field and far-field grabbing.