Forum Discussion
Gnimmel
7 years agoStart Member
Can't get the accelerometer to work on Oculus Go, but works fine on Gear VR?
I have a game on the store called Jogger which uses the accelerometer to detect for when someone is jogging on the spot to move forward. This has been on the store for over a year now and works gre...
stregillus
7 years agoExplorer
sara.hanson.12382 said:
@stregillus I can get readings for acceleration in that same way as well. I just changed angularAcceleration to acceleration and it worked.
Hmm, this is on the Go for sure? I've tried 3 different OVRDisplays:
Instantiated during Start:
OVRDisplay _ovrDisplay;
Start(){
_ovrDisplay = new OVRDisplay();
}
Update(){
Debug.Log(_ovrDisplay.acceleration);
}Instantiated every frameUpdate(){
OVRDisplay ovrDisplay = new OVRDisplay();
Debug.Log(ovrDisplay.acceleration);
}Retrieved using OVRManager.displayAll of these return vectors that are all 0s.Update(){Debug.Log(OVRManager.display.acceleration);
}
@"sara.hanson.12382" the only thing I can think of is you're not using a Go (maybe you're using a GearVR or a full Oculus headset), or you have a different firmware or OS version from me that's leading to the different behavior.
Could you maybe let me know:
- Your version of Unity
- Your OS version on the Go
- Whether it is a devkit Go or a commercial one
-Sam
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