Forum Discussion
Anonymous
10 years agoUnityVr vs Oculus Utilities
Hi guys!
I'm at a confusion point...
I'm reading two separate docs:
I'm trying to use a single, unified base for my project, but I don't know which one I should stick with (integrating both sounds like a debugging nightmare waiting to happen).
I understand that Unity wants to cover more than just Oculus (Vive & PSVR), but what does that mean for Oculus developers when considering the two integrations?
My immediate questions are:
Any thoughts?
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://unity3d.com/learn/tutorials/topics/virtual-reality/
I'm trying to use a single, unified base for my project, but I don't know which one I should stick with (integrating both sounds like a debugging nightmare waiting to happen).
I understand that Unity wants to cover more than just Oculus (Vive & PSVR), but what does that mean for Oculus developers when considering the two integrations?
My immediate questions are:
- What things should I weigh in (pros/cons) considering which to marry my project with?
- Is there any indication that Oculus Utilities will fully dissolve into UnityVr?
Any thoughts?
22 Replies
Replies have been turned off for this discussion
- vrdavebOculus Staff
"conz" wrote:
Strange. I haven't seen anything like that. Can you send a project that reproduces the issue?
The strange thing is, that your gaze pointer (UI project) has an offset (when the shifting is happening), too. It detects the colliders with an offset of where they are in the world."conz" wrote:
Right, InputManager.asset doesn't affect OVRInput. The axes and buttons map directly to the controllers, so you would have to query a different value.
How can I change the controlls? Not with the Unity input settings, right?"conz" wrote:
We'll update OVRInputModule to use OVRInput instead of OVRGamepadController soon.
It shouldn't throw warnings."conz" wrote:
The goal is to build all of this into Unity itself. Then you won't have to do anything special.
Please make it "KISS" as possible. - ConzExplorer
"vrdaveb" wrote:
"conz" wrote:
Strange. I haven't seen anything like that. Can you send a project that reproduces the issue?
The strange thing is, that your gaze pointer (UI project) has an offset (when the shifting is happening), too. It detects the colliders with an offset of where they are in the world.
Sorry, I have moved on with the project. Can't offer a version with the bug.
It happened only in unity version 5.3.2p2.
Maybe it was related to the bug that you have posted in the other thread.
( viewtopic.php?f=37&t=29996&e=1#p330682 )
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