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JenniNexus's avatar
8 years ago

Steam VR game made using Vive also work with Oculus? Dev kit deals?

Hi there - I couldn't find this particular question answered anywhere so figured I'd just ask here.  My partner made a VR game using Steam VR  in Unity, no problem, we have an HTC Vive, so he used that to test it. 

Question is though, (I heard a rumor) that if you use Steam VR your game will work with Oculus.  Since we don't have an Oculus (and thought we'd have to buy one to test and possibly adjust inputs) we're not sure.  Had 1 person test so far and he said the controls translated well, but he didn't play through the whole game, so we're not sure if it's playable from start to finish.

In the Vive, you use triggers to move forward, and the side buttons to grip onto things, which you need to do to progress / finish the game.

Any ideas on what / how we need to go about making sure our game can be playable on Oculus without having one? 

Also once upon a time I heard sometimes there are deals on dev kits (we're just a team of 2 and our budget is the only thing stopping us from getting an Oculus right away - of course we want one!) :-D <3

Alternatively if there's anyone who is good at testing and can use a key to try our game, that could be an option.  It's already up on Steam:

╔► Steam http://store.steampowered.com/app/786390/Purgatory_Fell

╚► Official Site http://PurgatoryFell.com


Thanks friends.
- Jenni

1 Reply

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  • The buttons on the Vive and  Rift are relatively similar for the most part. You can run Vive games with a Rift, but you'll have to use SteamVR to do it.
    The tricky thing I've found a lot of times is mapping the buttons so that they are universally comfortable due to differences in the controller's shape and button placement. For example using the thumbsticks on the Oculus might feel better than the Vive's touchpad when controlling certain experiences and vice versa for others. 
    If your game's controls are really simple you might be able to get away with it straight across, but it would be wise to test it out on both before you ship.
    Thing about it is though, It isn't too terribly difficult to just make two separate builds with different button mappings for the Vive and the Oculus each.
    Also If you were to take it one small step further and set up a build that uses the Oculus SDK (OVR), and another with the Vive SDK(SteamVR),
     you would then gain the benefit of being able to submit your project to both Steam and the Oculus store. 
    The Oculus (OVR) and Vive (SteamVR) SDK's are extremely similar so figuring out what goes where on each Camerarig is pretty simple.