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Fix PSVR2 Sense thumbstick input never firing - #1261
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Each PSVR2 wand's single stick is exposed on GCPhysicalInputProfile under the generic "Thumbstick"/"Thumbstick Button" keys, not the GCExtendedGamepad-style "Left Thumbstick"/"Right Thumbstick" keys the handler was looking up, so those handlers were never attached. Route stick events into GameControllerState's left/right fields using the wand's ARKit-derived chirality, and document thumbstick reads in UsingInputSystem.md.
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Sep 28, 2026
Sync fork develop with upstream: PSVR2 Sense thumbstick input fix (untoldengine#1261)
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Summary
"Thumbstick"/"Thumbstick Button"keys onGCPhysicalInputProfile, not the"Left Thumbstick"/"Right Thumbstick"keys the handler was looking up — so those handlers were never attached andleftThumbstickX/Y,rightThumbstickX/Y,leftThumbStickActive/rightThumbStickActive, andleftThumbstickPressed/rightThumbstickPressedstayed stuck at their default values.GameControllerState's left/right fields using each wand's ARKit-derived chirality (the same mechanism already used for PSVR2 pose tracking), since both wands share the same generic key.docs/API/UsingInputSystem.md.GameControllerState's public fields are unchanged, all touched code is private/internal to the module, and only the previously-dead PSVR2-stick code path is affected — non-PSVR2 controllers and PSVR2 buttons/triggers are untouched.Fixes #1260
Test plan
swift buildsucceedsswift test --filter PSVR2InputSystemTestspasses (9 tests, including 4 new ones covering left/right chirality routing, deadzone, click, and unresolved-controller safety)