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RobD's avatar
RobD
Explorer
11 years ago

Setting OVRCameraController inactive

Hi,

I'm trying to get our game working on DK2 with 0.4.2, and I've got a problem with de-activating the camera controller temporarily. Basically, if you de-activate and re-activate an OVRCameraController, when it's been re-activated you just get a black screen. I can't see anything obvious that's gone wrong.

It's easily reproducible in the Tuscany demo. Run it in the editor, and when it's running untick the activated box on the camera controller, then turn it back on.

Has anyone had the same problem? (I did a search of this forum but didn't find much useful).

Our use-case is that we have 2 OVRCameraControllers in the scene, one for the game and one for the menu. Each is de-activated when the other is active. Both work the first time, but returning to the menu after being in game results in a black screen (BTW - this *isn't* the old problem of having two OVRDevices in the scene - we've made sure there's only one that remains active at all times).

We *can* fix it by having one camera controller that we re-parent at various points in time, but that's very much less than ideal.

Thanks,
Rob.

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  • Gerald's avatar
    Gerald
    Expert Protege
    I had the same problem after switching to the DK2 - and while it was a bit of a pain to get used to, I found that it actually forces you to use the "more ideal" solution. Now I move and configure the Controller in Code and no longer have to redo it everytime I get an SDK update.