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VRS3DGuru2

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  1. Disregard last, had a rogue camera object deeply nested on a complex model left over from maya export in the scene. World interaction scene with open xr working great using new input system input action based configuration, except for button mappings for grip A/B, X/Y buttons. Still working on it, will keep you posted.
  2. Thank you for the direction, I just saw the update. I cannot get head tracking to work with XR Interaction Toolkit World Interactions scene. Both Controllers track fine and are accepting input, but headset is frozen in position. It is rendering but no positional tracking. I have tried RunInBackground = 1 in project settings file and also various different configurations of tracked pose driver via input system and also the tracked pose driver component that does not use input system bindings. Neither give me head tracking. I am using OpenXR public 1.0 and the latest firmware release on one headset, also same result on a second headset with the beta firmware. Our use cases depend heavily on OpenXR integrations rather than Wave due to our pipeline with other devices in the same business. Any Ideas? Same result on lastest Unity 2021.3.6f1 (LTS) and 2022.1.6f1 (tech stream). they ship with different versions of rendering platform.
  3. Verified that using Unity 2021.3.1f1 LTS, the exact same project steps create a working project that runs just fine on the same Vive Focus 3 unit. Seems that Wave is not compatible with 2022.1.x
  4. Android build out of unity with 2022.x (tried multiple versions) and Wave XR plugin wont start on vive focus 3. i dont get a unity splash screen, i get white loading circle then to home menu screen. I have spent many hours trying multiple project from clean start in 2022.1.0f1 to 2022.1.3f1all do the same. properly adding all packages via package manager. tried with and without URP. same step build and run on 2021.3 but not on 2021.3.4 LTS
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