Input System Warning

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I have seen this notice after installing the XR Interaction package (which is still preview package). The responses I found pretty much say to select "No" or go into player setting inputs and allow both as well as mentioning that the new input managers have some issues.
Warning: This project is using the new input system package but the native platform backends for the new input system are not enabled in the player settings. This means that no input from native devices will come through. Do you want to enable the backends? Doing so will "RESTART" the editor and will "DISABLE" the old UnityEngine.Input APIs.
Refs : Inputs from Oculus (OVRInput) On the AdayInIT project I am on, controller inputs certain seem to be less than stellar. Even stripping down to the basics, starting over, etc. did not fix some of the problems I was seeing (numerous hours watching tutes and trying examples). I still believe that much of this stems from layers and I have reloaded a new VR project to see if I can get something standard I can use without issues. The one thing I did come across, which I do not recall in the current project was this input layer setting under Project Settings/Interaction Toolkit. Could this be the cause of my issues? I have set layers on objects for things like UI, Attack, Grabbable which appeared to make the layers interact as expected... but there were still some difficulties, especially on interactions in the UI layer on things like buttons, drop downs and other interaction controls. Grabbers seemed to work as expected using the distance grabber/grabbables. Gripe: It would be nice if there was more documentation/help (or less over-documentation) on this topic on template installation. Is it asking too much for a template to be more than half set up? Normally with templates, you install them and it works right from the get-go and then you tweak the template to your specifications, usually saved to a new template based on your needs. (think prefab heh) This one is going to take some time. Hopefully I will be able to provide some additional guidance on the best course of action to take. I will let you know what I come up with. I wanted to start this here so I did not forget about it. Steps: 1. Created new project using Unity VR template. 2. Set project to android. 3. Under Window/Package Manager I changed to advanced. This brought me to settings and I enabled "allow preview packages". Package list should then include XR Interaction Tookit and I installed V 2.0.0-pre 6. (This is where I got the warning above and I selected Yes to let it update since it was a new project) 4. Assets/Import Custom and found Oculus Integration_v28 on my local drive (Downloaded earlier). For install I selected all. This should include some of the oculus hands,controllers, etc. including distance grab and example scenes. You will then have an oculus folder under assets where you can find the oculus prefabs, etc. 5. Made some scrambled eggs... more coffee. I was greeted with another notice so I clicked "Yes" to allow it to enable it. This updated it to the 1.60.0 and said it needed to restart the editor..so I clicked restart. This in turn prompted a new message "New spatializer plugin found". Being the trusted sort, again I let it do its thing and clicked "Upgrade" and it notified me that it was going to restart the editor.. which btw had not restarted from the first prompt.. Unity asked me to save so I said Yes again. Application.quit fired and the editor restarted... I finished my scrambled eggs. 6. Again I got the old inputs, native backends blah blah blah freakin message. I clicked No as to not enable them.. hopefully the last I see of that thang. Possibly the oculus package is using them and at this point I don't know which choice would have been better.. ugh. Once you have added the oculus package you will see an oculus folder in your assets as well as an Oculus menu item on editor top menu and a whole lot of bloat. Getting a working player controller Note:The custom prefab part is still being tested. While the copy/paste works fine from the other scene, the prefab control worked but I lost mobility and I saw some errors. Something is not quite right on creating the custom prefab. For me the super easiest way to steal a good "working" player controller is from the "Distance Grab" sample scene included in the oculus package downloaded from the oculus site (under Unity packages). Search for it under Assets and when you see the scene, click on it to open it. Right click on the PlayerController in the hierarchy and click Copy. Then click File/Recent Scene and select your scene. In this case it was just Sample Scene. Right click on the Scene under Hierarchy and click Paste and your Player controller should now be in the scene. As I think i mentioned earlier I want to create my own prefab so I don't screw up the oculus one. I create a new folder under Assets called Player Controller, drag the new PlayerController game object from the hierarchy down into the Assets/PlayerController folder. Then I delete the Player Controller in the scene and drag my PlayerController prefab back into the hierarchy. ezpz. (I believe if you mess with the oculus prefab it will carry over into the distance grab sample scene so better off just creating your own prefab.) Prefabs are simple to do and I think it is always beneficial to create your own and leave the original.. just in case. ;) I renamed both the player controller folder in assets and the prefab player controller to start with OE to make it easier to find. I also added a few of the grabbable objects from the grabbable scene by using the copy/paste method listed above and included those in the folder. I clicked Assets and Export and clicked None to deselect everything. Make sure Include Dependencies is checked so it grabs everything they need. Then I found my OEPlayerController folder and checked that and clicked Export. This will prompt a name and folder. Under my unity projects directory I had created an OE_packages folder and saved it as OE_PlayerController.unitypackage. In future projects, I should be able to include this package as a custom package and just pull in the controller and a few grab examples less the bloat.