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Won't Fix
Votes
0
Found in [Package]
1.8.2
Issue ID
OXRB-254
Regression
No
[Quest 2] New Input System + OpenXR handles User Present (HMD Down) incorrectly
Steps to reproduce:
1. Open the attached user's project "HMDDownOpenXRBugSampleProject.zip"
2. "Open SampleScene.unity"
3. Connect Quest 2 with Oculus Link
4. Put on the HMD, enter Play Mode, and observe audio playing and Console Output
5. Remove the HMD from your head
6. Observe the game is not paused (you can hear the audio from the HMD), because callbacks inside InputHandler.cs are not called, you can also check console for Debug.Logs
7. Put your HMD back up, observe that all callbacks inside InputHandler.cs are triggered at once
Expected results: Application is paused when HMD is inactive and all callbacks do not trigger once HMD becomes active
Actual results: Application is not paused when HMD is inactive and all callbacks are trigger once HMD becomes active
Reproducible with: OpenXR 1.5.1 - 1.8.2 (2021.3.30f1, 2022.3.9f1, 2023.1.12f1, 2023.2.0b9, 2023.3.0a5)
Could not test lower than OpenXR 1.5.0 due to package errors after downgrading
Reproducible on: Windows 11
Not reproducible on: No other environment tested
Notes:
-Issue does not reproduce with OculusXR
-Issue reproduces both in Editor and Standalone Player
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Resolution Note:
The Khronos group is adding Presence support to the OpenXR spec. Once that is available, Unity will support it. Until that happens, we are not able to specifically fix this bug.