Forum Discussion
Anonymous
10 years agoUnityVr vs Oculus Utilities
Hi guys! I'm at a confusion point... I'm reading two separate docs: Oculus Utilities: https://developer.oculus.com/documentation/game-engines/latest/concepts/book-unity/ UnityVr:https://un...
motorsep
10 years agoStart Partner
"pixelvspixel" wrote:
Can anyone shed any light on trying to marry the two together. Specifically the Unity VR Sample's Gaze Interaction. I've had a pretty hard time trying to get this to work. I'm assuming it has something to do with the Raycast not having proper coordinates once it's been parented to the Oculus Utilities player controller. But as someone stated above, not being a dev myself, it's harder to connect the dots for this simple functionality.
As vrdaveb said, use OVRManager in Unity VR examples. It has functions that call built-in Oculus functionality (global menu and such). All you need is to call those functions from OVRManager in the UNity VR scripts, where back button handled. I recall there are 3 states - one press, double press and long press.
Everything else can Unity VR. In other words, you load Unity VR sample, add OVRManager there and you are good to go. Of course I am oversimplifying things as maybe there is a bit more involved than just adding OVRManager and calling its functions :)
Btw, Unity VR examples run on Gear VR out of the box, without Oculus Utils.
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