Forum Discussion
MohamedElmazen
8 years agoProtege
GearVR controller Not working as expected with Unity 2017.2.0f3
Unity Plus 2017.2.0f3 OVRPlugin 1.18.1 GearVR controller i start new empty project && I import the Oculus utilities 1.18.1 only. i run the project Scene "GearVrControllerTest". ...
MohamedElmazen
8 years agoProtege
Thanks
here is my Temporary workaround
edit OVRInput.cs inside Update
Change:
here is my Temporary workaround
edit OVRInput.cs inside Update
Change:
// Promote TrackedRemote to Active if one is connected and no other controller is active
if (activeControllerType == Controller.None)
{
if ((connectedControllerTypes & Controller.RTrackedRemote) != 0)
{
activeControllerType = Controller.RTrackedRemote;
}
else if ((connectedControllerTypes & Controller.LTrackedRemote) != 0)
{
activeControllerType = Controller.LTrackedRemote;
}
}
To:
To:
// Promote TrackedRemote to Active if one is connected and no other controller is active
if (activeControllerType > 0)
{
if ((connectedControllerTypes & Controller.RTrackedRemote) != 0)
{
activeControllerType = Controller.RTrackedRemote;
}
else if ((connectedControllerTypes & Controller.LTrackedRemote) != 0)
{
activeControllerType = Controller.LTrackedRemote;
}
}
i change activeControllerType from Controller.None to activeControllerType > 0
because we have already an Active Controller but it register to system only when i press trigger Button,
so with my edit we can force system to register the Controller.
i have working Controller now inside Unity 2017.2.0f3 .
hope it help till updating from Oculus.
i change activeControllerType from Controller.None to activeControllerType > 0
because we have already an Active Controller but it register to system only when i press trigger Button,
so with my edit we can force system to register the Controller.
i have working Controller now inside Unity 2017.2.0f3 .
hope it help till updating from Oculus.
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