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XR controller - New Input System - .perform x .canceled - small float values x dead zone
I am setting up a basic template with the Open XR, XR Interaction Kit and Oculus integration package (only the hand models).
I have an Oculus Quest 2 I am using it to test things.
Every things works, but I see that the .canceled phase of the trigger and grip (that returns e float by default) is very rare to be called. When I release the trigger/grip the float value always freezes or fluctuate between 0.02 and some power of -10. It takes several seconds for it to recognize that it was canceled, if it does that at all.
But here lies the problem: If i try to use a processor in the Input Actions Asset for that Action, even if i set it to 0.3 or 0.4 it does not improve the frequency the .canceled is called.
It seems that the dead zone only applies for the .performed action.
So, to sum up:
Does the dead zone only applies to the .performed phase?
Any work around without using code?
Is my quest controller not functioning properly, or is this normal?
Your answer
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