Create a new Unity project, import MRTK, configure for immersive head sets, add default scene settings. Enable Xbox Controller Support. Start project in Unity, observe how nothing happens when you press "A". The cursor should at least react in some way
I don't think the default input system is setup with the XboxControllerInputSource yet.
I added a XboxControllerInputSource as in your video. No effect. I wish to stress that this used to work until pretty recently. If you can tell me what changed... maybe I can help.
Oh and by the way... all _other_ functions of the Xbox Controller (teleport, move, rotate) work fine. It's just that darn button
Interestingly - if you add a XboxControllerInputSource it gets disabled at startup....
I think this was actually because of a change to the prefab itself.
Try adding the GamePadInput script back to the MotionControllers object on the MR Camera prefab.
It's deprecated and it was meant to be replaced by the the XboxControllerInputSource.
It does not seem to have much effect. Do I need to change settings on GamePadInput?
Edit/Project Settings/ Input
Although if it's Fire1 that's being referenced in your code, you may want to replace it with whatever the current mapping for your A button is
Yeah, found it. That seems to be working, I think this needs to be fixed ;)
It's actually easier to set the Gamepad button to XBOX_A. Goodness gracious, you know how much time this took me?
That's exactly what I was going to suggest
But are we agreed this is actually a bug?
Yes. I need to update the usages of the Xbox Controller on the MixedRealityCameraPrefab.
I'll do that today.
@LocalJoost is there a specific test scene I should use to test this when fixing?
I am not aware of one.
Joost van Schaik
Windows Development MVP
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Subject: Re: [Microsoft/MixedRealityToolkit-Unity] XBox Controller "A" not responding with latest MRTK (#1229)
@LocalJoosthttps://github.com/localjoost is there a specific test scene I should use to test this?
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So what was the bug in this? It sounds like the issue is GamepadInput.cs having stale axis names, correct?
@StephenHodgson I don't see any Fire1/XBOX_A references on the MixedRealityCamera prefabs. Which updates are you referring to? Also, you say that GamepadInput.cs is deprecated. What else implements its functionality of routing taps/holds/navigation through the InputManager from an Xbox controller?
That's a good point kev
So I gather this is fixed now? No need to workaround anymore with pulling back in that deprecated class you advised me?
Joost van Schaik
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Subject: Re: [Microsoft/MixedRealityToolkit-Unity] XBox Controller "A" not responding with latest MRTK (#1229)
Closed #1229https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/1229 via #1269https://github.com/Microsoft/MixedRealityToolkit-Unity/pull/1269.
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Should be. All I did was update the string references on GamePadInput