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CECoculus1's avatar
CECoculus1
Honored Guest
7 years ago

Unity Oculus Go basic controller setup

Hi everyone. I am a beginner to Unity and I am trying to get the Oculus Go setup. I have downloaded the Oculus utilities and imported them into my scene.

I have inserted the OVRPlayerController into my scene and I am able to look around. I cannot however figure out how to get the controller working. My main goal would be to walk around. How can I accomplish this? I've spent a lot of time online looking for answers and so far cant find what I need. 

Can someone point me in the right direction? 
Thank you.



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  • Thanks for your response. 
    I am referring to movement in my scene once the application is built and loaded onto the Oculus. 
    I was able to piece together some code in order to have my controls for movement on the touch pad of the go controller, however it is not very efficient. 
    I was hoping to get some advice or pointed in a direction that would help me better understand setting it up. 

    Side note:
    I watched a youtube tutorial of someone simply placing the OVRPlayerController in a scene and they were instantly able to walk around the environment. That isn't working for me. I only seem to get the camera functionality after the project is built. I assume there's more to setup but I'm not sure where to start.

  • Anonymous's avatar
    Anonymous
    I've the same problem.
    No solution yet, but some FYI...

    The SamplePlayerContoller in the "Oculus Sample Framework" asset will work with Oculus Go.
    Note it has runButton and rotationSnap.
    The latest OVRPlayerController in the "Oculus Integration" asset is largely the same code, but has neither of these.

    Looks like OVRManager uses the OVRInput static to detect the Go dpad presses.
    No solution yet, but there's some bug reports in the forum.  Will keep trying.