Forum Discussion
motorsep
7 years agoStart Partner
[Go / Gear VR] How to determine what HMD user uses ?
@imperativity
I just tested my app on Go and was instantly disappointed with the controller. It's not the same as Gear VR and I am gonna have to adjust a lot of things for it :/
That being said, now I have to know what HMD user uses and based on that select control scheme.
How can I determine whether it's Gear VR or Oculus Go in use, using Blueprints in UE 4.19.2 (or in upcoming 4.20) from Oculus github repo ?
Thanks beforehand
I just tested my app on Go and was instantly disappointed with the controller. It's not the same as Gear VR and I am gonna have to adjust a lot of things for it :/
That being said, now I have to know what HMD user uses and based on that select control scheme.
How can I determine whether it's Gear VR or Oculus Go in use, using Blueprints in UE 4.19.2 (or in upcoming 4.20) from Oculus github repo ?
Thanks beforehand
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- MaxArchHeroic ExplorerI think you could test if the 72 Hz display frequency is available. If so its a Go
- mouse_bearRetired Support@motorsep Let me inquire internally to see what's the best practice here.
- AnonymousHere's what I used to detect which device is which - just the simple "get device name" node:Note it was changed to "Oculus Go" in 4.19. In 4.18 it was something else like "Pacific" but don't really remember now. If you're still using 4.18 just print string it out.
- motorsepStart Partner@aussieburgerVR
Nice, thanks. How did you figure the names? (specifically why GearVR has no space between Gear and VR, but Oculus Go has space between the words) - Anonymous
motorsep said:
@aussieburgerVR
Nice, thanks. How did you figure the names? (specifically why GearVR has no space between Gear and VR, but Oculus Go has space between the words)
Just did a print string from the "Get Device Name" output while the device was connected to the Dalvik Debug Monitor before I realized the newish "Debug Canvas in Layer" VR rendering option (in project settings) makes it even easier to read your print strings while in VR :)
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