Forum Discussion
Apple_Hardcore
4 years agoHonored Guest
Spectator Mode for Quest2
Accidently posted in the Comunity Forums by accident before hopefully someone in here might know a bit more. Looking for any documentation on how to implement the spectator mode shown recently at...
stonehenge2.0
4 years agoExplorer
Seconding this! the example scene described in the documentation does not seem to work, the OVRSpectatorModeTest script does not correctly use the gameobject labeled 'head' to create an avatar, and the trigger does not switch modes during casting. If I manually enable the OVR scene and player controller scripts, along with the character controller, I can move the first person view using the joystick, but it is not in 3rd person.
I am running this in editor over airlink, so that might be my problem - trying to get it built but have OVRadb issues to fix before can try building...
- jayhuang84 years agoExplorer
Hi stonehenge2.0, Spectator mode is a Quest only feature that use existing casting feature to phone and PC browser.
Also, please consider using release build (turn off development checkbox) for now. A couple bug fixes had landed in v32 SDK, including "flip image" with one line change requires. See more detail in "Known Issue"
session. https://developer.oculus.com/documentation/unity/unity-spectator-camera/
-Jay
- BESpectacle3 years agoProtege
Hello Jay,
This isn't working for me either. I get the casting view from first person only in the Unity sample SpectatorMode.
The call toOVRPlugin.Media.SetPlatformCameraMode(OVRPlugin.Media.PlatformCameraMode.Initialized);returns true for success but every subsequent call to
OVRPlugin.Media.GetPlatformCameraMode();returns Disabled.
- LateralNoise3 years agoExplorer
Same issue here. Built the example scene to Quest, Everything initializes as expected, but when it gets to SetPlatformCameraMode it remains "Disabled" after the call to set it to "Initialized". Does this feature only work with an MRC compatible iPhone?
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