Forum Discussion
marsv
10 years agoHonored Guest
PluginEvent conflict
Hi,
much like the oculus unity integration I am communicating with my own unity plugin via GL.IssuePluginEvent().
How can I keep using this without interference between the two plugins?
Thanks in advance.
much like the oculus unity integration I am communicating with my own unity plugin via GL.IssuePluginEvent().
How can I keep using this without interference between the two plugins?
Thanks in advance.
2 Replies
Replies have been turned off for this discussion
- vrdavebOculus StaffThere are 3 options here:
1) See if you can re-map the event IDs of the non-oculus plugins so the low-order bytes of the IDs are outside the rage 0-16.
2) Upgrade to Unity's built-in VR support and use the Oculus Utilities for Unity instead of the legacy integration.
3) Wait for the next release of our legacy integration, which will allow you to re-map the event IDs used by our native plugin. That should be out in around a month. - marsvHonored GuestAs long as as the built-in VR doesn't support rendering separate content per eye it's not of much use to me.
Is that coming back with the next release as well?
For now the first option should be fine. Thanks!
Quick Links
- Horizon Developer Support
- Quest User Forums
- Troubleshooting Forum for problems with a game or app
- Quest Support for problems with your device