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September 4, 2018

help to use the Rift without any sensor (understand possible drawbacks and how to fix them)

Hi, i have developed an app on Unreal which is only using the Rift gyroscope and eye gazing for interaction (a pre-calculated ride in a city, no real time, no movement required, only gazing at some targets to validate choices from time to time).
The set up is a basic: seat not 360 (cannot move) so the only need i have for the camera in front of me is to set / reset the view to ensure i am looking in the front direction every time i switch on the experience since the seat doesn't move - i don't need the camera during the experience. For design reasons, it is really difficult (impossible) to add the sensor in front of the seat. So if i simply remove the sensor - or put it below the seat with the PC hidden, will i run into trouble sometime in the future? like a warning message (sensor not connected, sensor not identified)? In which case how can i disable this? Or a problem with the view which i have to reset (note that the seat doesn't move so if somehow the rift keeps in memory the initial camera setting i should be fine). thanks

    1 reply

    September 11, 2018
    Hi @imperativity thank you for your straight answer! :) i still need to find a solution so what about i switch to Oculus Go? I didn't have a chance to test it yet and would prefer to be 80% sure it will work before i buy... Have you tested it? do you see any limits Vs The Rift? And specifically for me 1) can i copy an unreal app outside the store to test as we can do with rift or gear vr and 2) is there a simple way for the user to reset the view? from what i can read you need a phone to load content so i hope we dont need to keep the phone all the time?