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...
Conz
10 years agoExplorer
After some testing, I'm not that happy with the Oculus Utilities (including the UI sample).
- I have troubble with the OVR Character controller. In some cases it starts to rotate very slow vertically by looking left and right. (Seems a problem with calculating the world matrix, in that case the OVR Gazepointer has an offset, too)
- Why does the GazePointer use RaycastAll and sort the result? Why not a simple ray? The OVR solution is very slow and detects the "gazable" objects through walls. Removing the gazable layer mask would be way too slow. Where is the benefit to detect more than the closest target?
- The OVR Input solution is properitary and doesn't depend on the Unity "CrossPlatformInput", what makes it really annoying to change the controller settings.
- The OVR-Input throws a compiler warning, for using deprecated code.
- I'm not convinced by the mouse pointer logic in the OVR Input.
I got the best results by using only the UnityVR implementation (and a modified FPSCharacterController) with classic "CrossPlattformInput" and my own (simple ray) gaze pointer.
The OVR Utilities are a little bit over complicated and not really following the classic Unity style. I would welcome a deeper cooperation between Oculus and Unity here.
- I have troubble with the OVR Character controller. In some cases it starts to rotate very slow vertically by looking left and right. (Seems a problem with calculating the world matrix, in that case the OVR Gazepointer has an offset, too)
- Why does the GazePointer use RaycastAll and sort the result? Why not a simple ray? The OVR solution is very slow and detects the "gazable" objects through walls. Removing the gazable layer mask would be way too slow. Where is the benefit to detect more than the closest target?
- The OVR Input solution is properitary and doesn't depend on the Unity "CrossPlatformInput", what makes it really annoying to change the controller settings.
- The OVR-Input throws a compiler warning, for using deprecated code.
- I'm not convinced by the mouse pointer logic in the OVR Input.
I got the best results by using only the UnityVR implementation (and a modified FPSCharacterController) with classic "CrossPlattformInput" and my own (simple ray) gaze pointer.
The OVR Utilities are a little bit over complicated and not really following the classic Unity style. I would welcome a deeper cooperation between Oculus and Unity here.
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