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Question by RedaMakarem · Aug 04, 2019 at 12:27 AM · inputplayeroculusquest

Oculus Quest Player controller

Hello,

My Goal:

Have a simple first person controller implemented for Oculus quest where I can move the player around using the dpads on either controllers

Steps I followed:

  1. Started a new project

  2. Switched target to android and entered all the data required in Oculus settings and player settings

  3. Downloaded Oculus Integration from the Asset Store

  4. Placed the OVRPlayerController in my scene on a platform with a collider

  5. Build and run

Results:

What I noticed was that moving any of the dpads on either controllers moved the player a tiny bit instead of a constant movement. It is as if the dpad input is treated like a button input. When I logged the following lines :

     OVRInput.Get(OVRInput.RawAxis2D.Any);
     OVRInput.Get(OVRInput.Axis2D.Any);

The output only changes when the dpad is initially moved and then goes back to (0,0) even if the dpad is still being moved

Environment Details:

OS: Windows 10 x64

Unity Version: 2019.1.10.f1

Target Platform: Android

Oculus Integration Version: 1.39

Questions:

Can the OVRPlayerController be fixed to provide constant player movement like the one provided in the Standard Assets package?

Is there a way to get a constant reading of the controllers dpad as an axis just like we do do when we use Input.GetAxis("Horizontal") and Input.GetAxis("Vertical") ?

Thanks in advance

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