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Under Consideration for 6000.0.X
Votes
2
Found in
6000.0.62f1
Issue ID
UUM-126576
Regression
Yes
Head tracking input is not initialized when the Player is loaded while using OculusXR Plugin
Reproduction steps:
1. Open the attached project “ReproProject”
2. Connect a Meta Quest device
3. In the Build Profiles (File → Build Profiles), change the Platform to Android
4. Build the Standalone Player for Meta Quest device
5. Run the Player
6. Observe the results
Expected result: Head tracking is initialized and is active
Actual result: Main Camera GameObject is static and is not responding to the head movements
Reproducible using Input System: 1.14.1 (6000.0.61f1, 6000.2.11f1, 6000.3.0b9, 6000.4.0a4), 1.15.0 (6000.0.61f1, 6000.2.11f1, 6000.3.0b9, 6000.4.0a4)
Not reproducible using Input System: 1.14.0 (6000.0.61f1, 6000.2.11f1, 6000.3.0b9, 6000.4.0a4)
Reproducible on: Windows 11
Not reproducible on: No other environments tested
Reproducible on devices:
- Oculus Quest 3 (Quest 3), CPU: Snapdragon XR2 Gen 2 (SM8550), GPU: Adreno (TM) 740
Not reproducible on devices:
- Oculus Quest 2 (Quest 2), CPU: Snapdragon XR2, GPU: Adreno 650
Notes:
- Does not reproduce with OpenXR
- The tracking can be initialized after pausing and unpausing the Player using “Meta“ button on the right controller
- Tracking also works when automatic XR initialization is disabled.
- Does not reproduce in the Play Mode
- Does not reproduce in a Player for Windows
Comments (2)
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mark_unity99
Jan 06, 2026 16:50
As well as InputSystem package v1.17.0
mark_unity99
Jan 06, 2026 16:41
Can confirm this is also happening on Unity 6000.0.58f2 and 6000.0.64f1