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Support Input System Package #24
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Add InputLayoutLoader class to register input layouts for input system package; Add sample scenes with input system TrackedPoseDriver
The changes proposed in this PR have been tested and they work properly. They might be merged in a future release. Thanks for your contribution to Cardboard! |
Hi @mtschoen after doing some more testing, we found that, with these changes, the new input system does not work on iOS. Does it work on your end? |
I'll be honest--while I was able to boot up an old mac to make the build I didn't stick around to test end-to-end. I can give that a try soon, though. |
# Conflicts: # Runtime/Android/sdk.aar # Runtime/iOS/GfxPluginCardboard.a
It looks like the issue came up as a result of a bad merge, or something. All I did was rebuild the As a side-note, it might be helpful to set up |
Hi @mtschoen! Your proposed changes have been internally merged and they will be included in the next release of Cardboard. |
This was merged in 1.24 |
This PR is a companion to the main fix which is made in the native plugin code. Thankfully, the fix is very simple! 🥳
This contains some optional changes for the plugin to add a specific
DeviceLayout
for the Cardboard HMD. The primary benefit of this is to allow users to target bindings directly at Cardboard devices in case they have a need to differentiate it from other types of HMDs.To be clear, the only thing needed to enable HMD tracking with the new input system is the change to the native plugin code. I'd still recommend using the extra C# code since it completes the steps described by the XR SDK documentation. Anyone using this project as an example will benefit from seeing how to implement device layouts.