You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Old system is getting deprecated, we are currently using both since our code uses the old while Depanthers WebXR input configuration uses the new. It would take adjusting our desktop and XR standaloneInputModules to be based on "BaseInputModule" class instead of "PointerInputModule" abstracted class. The new way offers possibilities to remap controls during runtime, have multiple input (players in one session) and a more straight forward way to remap control bindings from general control schemas.
The text was updated successfully, but these errors were encountered:
Notes: 2 main bugs affecting implementation: When in main display, Webgl input within the quest does not detect input reliably (one has to press button various times) tried to add various touch bindings, but it still did not work reliably. When in XR mode, raycast does not seem to meet UI display, although test in editor shows that it should. More experimentation needed especially when they upgrade the package. Webgl has been reported to have bugs with new inputsystem currently : https://forum.unity.com/threads/new-input-system-not-working-in-webgl-builds.870421/
Old system is getting deprecated, we are currently using both since our code uses the old while Depanthers WebXR input configuration uses the new. It would take adjusting our desktop and XR standaloneInputModules to be based on "BaseInputModule" class instead of "PointerInputModule" abstracted class. The new way offers possibilities to remap controls during runtime, have multiple input (players in one session) and a more straight forward way to remap control bindings from general control schemas.
The text was updated successfully, but these errors were encountered: