Distinguish Oculus Quest from Oculus Go device in runtime
I have an Oculus Quest game written in Unity 3d with is playable with both controllers. It can be played on Oculus Go with the only controller but the game mechanics need to be changed so I need to know in runtime if that an Oculus Quest or Oculus Go device.
I'm currently using the following approach which is reported by Oculus Go users doesn't always work:
```
if (OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote) || OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote))
// Oculus Go Logic
else
// Oculus Quest logic
```
I've also used the XRSettings device name property (Quest/Go) but it seems to be deprecated.
What is the best way to distinguish the Oculus device in a Unity + Oculus SDK game?
I'm currently using the following approach which is reported by Oculus Go users doesn't always work:
```
if (OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote) || OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote))
// Oculus Go Logic
else
// Oculus Quest logic
```
I've also used the XRSettings device name property (Quest/Go) but it seems to be deprecated.
What is the best way to distinguish the Oculus device in a Unity + Oculus SDK game?
