I found that VR add-on needs new input system. Does VR add-on support new input system?The demo scene uses Unity's Input Manager so you'll need to modify the button mappings there:
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Unity - Manual: Input Manager
docs.unity3d.com
It should also work with the input integrations so if you have one of those and they support VR controllers then you can use that. The demo scene isn't setup to use one of those integrations though.
I bought a quest2 VR, and I tried to run the VR add-on demonstration scene. The VR add-on can display the game normally, but the characters can't move. I don't know how to add button mapping. You should make a video tutorial of button mapping, because I don't know the key value of quest2 Bluetooth controller, HTC vive, and the oculus go devices are available. I hope you can add more VR devices. Quest2 is so popular. I hope you can add quest2The demo scene uses Unity's Input Manager so you'll need to modify the button mappings there:
![]()
Unity - Manual: Input Manager
docs.unity3d.com
It should also work with the input integrations so if you have one of those and they support VR controllers then you can use that. The demo scene isn't setup to use one of those integrations though.
The VR Add-on does not explicitly reference the UnityInput component so you can use the new input system with the VR add-on. Setting up the button mappings are not unique to the VR add-on so you should be able to follow any Quest 2 tutorial on how to setup the button mappings.