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Focus 3 development with Wave and Unity's XR Interaction Toolkit


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Posted
On 12/23/2021 at 6:08 PM, 12345467860785678 said:

This is the setting for my project, and it work well on focus3 & quest2: 

1. Import WaveDeviceLayouts.cs

2. Change your XR Rig's components value as below

image.png.544cc2f67dba88a7edfd4d11114060df.png

Add Quaternion Fallback for RotationAction was very important, My Focus can track the rotation after doing this.

XRHMD was not required if you don't need quest2 or other device.

Hope it help for anyone who has same trouble.

I try to follow these steps, but MY TrackedPoseDriver doesn't have such a "Quaternion Fallback" option.

Unity 2021.2.19f1

LegacyInputHelpers 2.1.10

InputSystem 1.3.0

  • 10 months later...
Posted

Any update to this one? Does a newer Version of the Wave SDK finally support the Unity Input System out of the box?

The documentation still reads like you have to use the old Input methods

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