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petercross19
6 years agoHonored Guest
Targeting Vive with the Unity Oculus Integration
Hi, I saw this article which implied it's relatively easy to target the Vive with the Unity Oculus Integration: https://uploadvr.com/2018/11/22/oculus-port-rift-games-vive/
However, I can't find any documentation for how that works.
My goal is to create a single build to target both Oculus Store and Steam. Has anyone done that with Unity Oculus Integration?
Appreciate insights into how you did that, if so.
As an aside, I'm using VRTK, so hoping that plays nicely with this paradigm.
Thanks in advance!
However, I can't find any documentation for how that works.
My goal is to create a single build to target both Oculus Store and Steam. Has anyone done that with Unity Oculus Integration?
Appreciate insights into how you did that, if so.
As an aside, I'm using VRTK, so hoping that plays nicely with this paradigm.
Thanks in advance!
2 Replies
- petercross19Honored GuestAnyone have experience with this?
- Geist2501ExplorerI guess, i mean what i would do/ try is: check the unity documentation on input buttons/axes for touch and vive controllers and then just have a custom input class that uses Unity.XR.Devices to detect what us used and switch between 2 input check methods... that's how i usually did it on android to account for different types of controllers.
I'm not sure if you can get all you need for vive from the OVR SDK - so you might want to look into how to calculate velocity for hands and stuff like that - not too hard though. I spent the weekend dicking around with some WebVR stuff to be played using my Quest and that mostly worked out.
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