Forum Discussion

🚨 This forum is archived and read-only. To submit a forum post, please visit our new Developer Forum. 🚨
Rollyk's avatar
Rollyk
Honored Guest
7 years ago

Go controller 3D model

Hello,

I have a game that was built for Gear VR and I am now porting it to the Go.

What are the best practices for showing the hand controller model in the game? Is there a way to detect which type of device the game is running in, then activating the appropriate controller model? It looks like this is a requirement in the VRCs.

Also, where might I find a 3D model for the Go controller? Something similar to the Gear VR controller model that ships with OVRPlugin.

Thanks!

4 Replies

Replies have been turned off for this discussion
  • Rollyk's avatar
    Rollyk
    Honored Guest
    Ah, yes. I needed to reimport the latest Oculus Utilities (1.25). I see the model in there. Thanks for the info!
  • the one oculus uses in its apps would be the best (the one from elara is nice, but not quite as good as the original one ^^) i am looking for one to use in my unreal engine project, the one provided with the engine is just way to low poly and would impact the quality of the project :(
  • paulodgn's avatar
    paulodgn
    Honored Guest
    Hi, im having an issue with this. Im using unity and Oculus utilities, have OVRCameraRig and the Controller prefab on both hands. Both controller models are there and they are correctly placed on the OVRTrackedRemote script. The problem is that in every build for the GO it only shows the GearVR controller. Any idea how to fix this?