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Podden
12 years agoProtege
Execute Oculus in Edit Mode
Hello folks,
anyone managed to get the Oculus to work while in Editmode (Playbutton not pressed)?
I have to test all our cockpits and seats to find optimal scaling and position values and it gets annoying in play mode when unity revert all changes. A simple [ExecuteInEditMode] in all scripts wasn't enought :( .
Greetz
Podden
anyone managed to get the Oculus to work while in Editmode (Playbutton not pressed)?
I have to test all our cockpits and seats to find optimal scaling and position values and it gets annoying in play mode when unity revert all changes. A simple [ExecuteInEditMode] in all scripts wasn't enought :( .
Greetz
Podden
5 Replies
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- raidho36ExplorerYou should calculate the right values, not "find" the ones that "feel" right. Unlike regular screen, in VR everything must have 1:1 real world size.
- LaneHonored GuestModel it to scale and you'll find that things are significantly more cohesive, easy to put together and acceptable to look at.
- cyberealityGrand ChampionYou can save your edits when in Play mode if needed. Here's how you do it.
- Enter play mode,
- Adjust your values,
- Right click on Script > "copy Component"
- Exit play mode,
- Go to original prefab > Right click on Script > "paste component as values"
Hope that helps. - virrorExplorerAs Lane stated, making everything to scale (1unit = 1m) should make pretty much everything "just work" in VR. At least thats my experience.
- PoddenProtegethanks for the replies. We do modelling in scale but I want a quick method to test and change things.
Unity does not allow copying more than one component and our game is way too complex (or too poorly designed ;) ) to copy whole prefabs (network instantiation).
So I guess enabling the tracker in edit mode is not an easy thing, too bad.
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