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lpug21
9 years agoHonored Guest
New GearVR Controller - Setup Help?
Hey guys,
As above - I'm looking to get the GearVR controller setup in my Unity project.
I've got the controller in-scene and functioning - I've set up the rotation to be mirrored by the controller model using
"The SDK also provides a simple arm model that can be optionally used to approximate hand position based on the Controller's orientation."
Anyone able to give me a hand here?
As above - I'm looking to get the GearVR controller setup in my Unity project.
I've got the controller in-scene and functioning - I've set up the rotation to be mirrored by the controller model using
transform.rotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTrackedRemote);One thing I am struggling with is the "arm model" referred to in the below grab from https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovrinput/ :
Anyone able to give me a hand here?
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- cyberealityGrand ChampionMoving to Unity developers section.
- drashHeroic Explorer
lpug21 said:
One thing I am struggling with is the "arm model" referred to in the below grab from https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovrinput/ :"The SDK also provides a simple arm model that can be optionally used to approximate hand position based on the Controller's orientation."
All this basically means is that if you're using Oculus Utilities, the position of the appropriate hand anchor transform is going to be set automatically to the value provided by some black-box logic inside of OVRPlugin that uses the rotation of the controller to approximate where the hand would be.
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