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Votes
0
Found in
2021.3.36f1
2022.3.21f1
2023.2.14f1
2023.3.0b10
6000.0.0b11
Issue ID
UUM-66026
Regression
No
[XR] XR.InputDevice.TryGetFeatureValue deviceAngularAcceleration and AngularVelocity returns (0,0,0)
Steps to reproduce:
1. Open the attached project from a Google Drive link "Project.zip"
2. Select "GameObject" in the Hierarchy
3. On the Inspector, select for the "Feature" script the device to monitor (Left, Right or Head Mounted)
4. Enable Oculus Link and enter Play Mode on Quest 2/3
5. Move the device and look at the device acceleration and angular acceleration in the console
6. Using Unity 2020.3, it is never Vector3.zero during the movement when it is tracked
7. Using Unity 2021.3 and higher, XR.InputDevice.TryGetFeatureValue deviceAngularAcceleration and AngularVelocity returns (0, 0, 0)
Expected results: deviceAngularAcceleration and AngularVelocity does not return Vector3.zero
Actual result: XR.InputDevice.TryGetFeatureValue deviceAngularAcceleration and AngularVelocity returns (0,0,0)
Reproducible with: 2021.3.36f1, 2022.3.20f1, 2023.2.12f1, 2023.3.0b8
Not reproducible in 2020.3.48f1
Notes:
-Reproducible with OculusXR and OpenXR plugins
Comments (2)
-
rmaroy
Sep 17, 2024 11:28
By the way, this is a REGRESSION bug, since it works in Unity.2020.3.48f1 and Unity.2021.3.0f1, but not still Unity.2021.3.1f1.
-
rmaroy
Sep 17, 2024 11:25
Hi,
I located the apparition of the issue. It appears exactly between Unity.2021.3.0f1 version (working) and the Unity.2021.3.1f1 version.Using Unity.2021.3.0f1:
- Position, Velocity, AngularVelocity, Acceleration, AngularAcceleration are all correct for HMD, Left and Right devicesUsing Unity.2021.3.1f1:
- Left and Right devices return a correct Position, Velocity, AngularVelocity, but (0, 0, 0) for the Acceleration and the AngularAcceleration
- HMD returns a correct Position, but (0, 0, 0) for Velocity, AngularVelocity, Acceleration, AngularAccelerationHint: most probably, it is due to a change of Oculus library used.
I'm very looking forward hearing from you that this blocking bug is fixed
Best Regards
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Resolution Note:
The OpenXR API does not currently provide a way to get acceleration and angular acceleration values from input devices. This is an API design choice, not a limitation within Unity or our XR packages. We will be updating the OpenXR and Oculus XR provider packages with this information in the Known Issues section.