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JD3D
9 years agoHonored Guest
Using OVRInput without OVRManager?
I am converting a project built for the Vive to the Oculus Rift and adding in Touch support. It mostly works out the box but the button inputs are not what I want especially the B and Y button pulling...
JD3D
9 years agoHonored Guest
vrdaveb said:
> I am trying to get OVRInput to run without needing OVRManager, is that possible?
Why do you need to not use OVRManager? You don't have to use OVRCameraRig. Just add an OVRManager.cs instance to any GameObject in your scene.
This worked! Thanks. However, is there a way for OVRManager to load the SDK without having Virtual Reality Supported checked on in Player settings? Turning it on in runtime before instantiating the OVRManger causes the SDK not to load and thusly the controller inputs do not register. UnityEngine.VR.VRSettings.enabled = true; seems to not work. I am using Unity 5.3.4p5.
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