Are there any plans to rewrite the VR-Addon packages to use Unity's XR Rig system or something similar? There are various issues with the add-on, and despite following the suggestions in the discussions, I have not been able to resolve them.
The controls are the most serious problem. When I use Oculus Link to run my game, my controller works perfectly. When I export my game as an APK to my Quest, however, none of the buttons work. Unity treats Oculus Quest and Oculus Rift buttons the same, so I don't think it's a mapping issue. I tried utilizing an input manager that someone else recommended, but that also didn't work.
The Unity XR Rig makes use of device-agnostic action-based inputs. This would eliminate the need to create the individual device mappings for the VR-Addon. I have tested the Unity XR Rig with my quest, and the controls work both thru Oculus Link and as an APK. As a result, the majority of the control input issues impacting Oculus Quest users will be resolved. You also do not need an Qculus Quest to test these changes since you mentioned you currently do not own a Quest.
The Unity XR Rig also has better tracking capabilities. Many users have complained about the hands being too high with the default settings. I can lower the hands by changing the offset, but the tracking is still inaccurate. When I sit down vs. when I stand up, I need to use different offset values. I don't have these issues when I use the Unity XR Rig. The hands appear in the right location regardless of whether or not I'm sitting or standing.
Finally, I have not been able to use the Unity XR Rig with the Ultimate Character Controller together. Following this guide, I was able to get locomotion, teleport, and snap turning to work with the Unity XR Rig. I'm able to move Nolan Left and Nolan Right in VR after attaching them. However, the hands don't respond to any of the controllers, so I cannot grip, use the weapons, or any other abilities.
The controls are the most serious problem. When I use Oculus Link to run my game, my controller works perfectly. When I export my game as an APK to my Quest, however, none of the buttons work. Unity treats Oculus Quest and Oculus Rift buttons the same, so I don't think it's a mapping issue. I tried utilizing an input manager that someone else recommended, but that also didn't work.
The Unity XR Rig makes use of device-agnostic action-based inputs. This would eliminate the need to create the individual device mappings for the VR-Addon. I have tested the Unity XR Rig with my quest, and the controls work both thru Oculus Link and as an APK. As a result, the majority of the control input issues impacting Oculus Quest users will be resolved. You also do not need an Qculus Quest to test these changes since you mentioned you currently do not own a Quest.
The Unity XR Rig also has better tracking capabilities. Many users have complained about the hands being too high with the default settings. I can lower the hands by changing the offset, but the tracking is still inaccurate. When I sit down vs. when I stand up, I need to use different offset values. I don't have these issues when I use the Unity XR Rig. The hands appear in the right location regardless of whether or not I'm sitting or standing.
Finally, I have not been able to use the Unity XR Rig with the Ultimate Character Controller together. Following this guide, I was able to get locomotion, teleport, and snap turning to work with the Unity XR Rig. I'm able to move Nolan Left and Nolan Right in VR after attaching them. However, the hands don't respond to any of the controllers, so I cannot grip, use the weapons, or any other abilities.