Forum Discussion
JenniNexus
8 years agoMHCP Member
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 tha...
ProtopottyGames
8 years agoExplorer
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.
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.
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