Forum Discussion
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
kersk said:
The plugin is initialized internally by Unity when "Oculus" (OVRPlugin) is the active VR plugin. Double check that Oculus is present and at the top of the VR plugin list. If a Rift isn't detected, it will attempt to use the next plugin in the list. After that, manually calling OVRInput.Update() should work as expected.
I am using Unity 5.3.4p5 for this so I don't believe I have access to that menu that I believe is in 5.4. But I will remember this for future projects. Thanks.
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