An app built using MRTK 2.4 on Hololens2 (19041.1117.arm64fre.vb_release_svc_sydney_rel_prod.200903-1632) is not detecting correctly the device.
Steps to reproduce the behavior:
Application starts and objects stay put.
Log:
[Log] Hand - Right does not have a defined controller type, falling back to generic controller type
[Warning] No controller interaction mappings found for Microsoft.MixedReality.Toolkit.Input.UnityInput.GenericJoystickController.
[Error] Failed to create GenericJoystickController controller
UnityEngine.Debug:LogError(Object)
Microsoft.MixedReality.Toolkit.Input.UnityInput.UnityJoystickManager:GetOrAddController(String)
Microsoft.MixedReality.Toolkit.Input.UnityInput.UnityJoystickManager:RefreshDevices()
Microsoft.MixedReality.Toolkit.Input.UnityInput.UnityJoystickManager:Update()
Microsoft.MixedReality.Toolkit.BaseDataProviderAccessCoreSystem:Update()
Microsoft.MixedReality.Toolkit.<>c:
System.Action1:Invoke(T)
Microsoft.MixedReality.Toolkit.MixedRealityToolkit:ExecuteOnAllServicesInOrder(Action1)
Microsoft.MixedReality.Toolkit.MixedRealityToolkit:UpdateAllServices()
Microsoft.MixedReality.Toolkit.MixedRealityToolkit:Update()
See video
This behavior sounds as if the XR settings are not configured. Is the project using XRSDK or the legacy XR API?
This behavior sounds as if the XR settings are not configured. Is the project using XRSDK or the legacy XR API?
It is using the XRSDK (Unity 2020 removed the legacy XR, I think).
Is there a way to debug the project running on the device?


Yep, that looks like XR SDK! You'll want to make sure you're using the DefaultXRSDKConfigurationProfile, if you're using MRTK defaults. Otherwise, more info can be found at https://microsoft.github.io/MixedRealityToolkit-Unity/version/releases/2.4.0/Documentation/GettingStartedWithMRTKAndXRSDK.html#required-in-mrtk for updating your custom profile.
Indeed, that was it! Then what is with the DefaultHololens2ConfigurationProfile? Which one is recommended for Hololens2?
Which one is recommended for Hololens2?
Sorry about the confusion here. We're in a bit of a transition between Unity's original XR pipeline and their new XR SDK APIs. Most of our profiles are still on the old pipeline at the moment, other than the explicit XR SDK one mentioned in that doc.
Oh, ok. That makes sense! Thanks for the support! Much appreciated!