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Developing for a single controller

HeyBishop
Protege
I'm new to developing for Oculus. As the Gear and the Go both only use a single controller - why is it that we have to double the creation of our controller, raycast, etc. for each of LeftHandAnchor and RightHandAnchor. It seems inefficient to double everything. Am I missing something?
Surely there's a way to create a single game object that is the controller, and then have that single object function as either a leftie or rightie.
4 REPLIES 4

HeyBishop
Protege
I forgot to mention, I'm developing with Unity 2018.2, using an Oculus Go.

Halfspacer
Adventurer
The Left and Right Hand Anchor are simply left and right hand anchors - Representing the pivot for each hand. Your actual "Hand object" from which you do your raycasting etc, can easily be parented to either the left or right anchor on start through script.
There is, as you said, no need to duplicate everything for both hands 🙂

HeyBishop
Protege

Tolin93 said:

Your actual "Hand object" from which you do your raycasting etc, can easily be parented to either the left or right anchor on start through script. 


Right, but as far as I can tell, I have to parent the same thing to both the left and the right anchors so that a left-handed and right-handed users have the same experience. 

Halfspacer
Adventurer

HeyBishop said:


Tolin93 said:

Your actual "Hand object" from which you do your raycasting etc, can easily be parented to either the left or right anchor on start through script. 


Right, but as far as I can tell, I have to parent the same thing to both the left and the right anchors so that a left-handed and right-handed users have the same experience. 


But whoever's playing will either be left or right handed, so depending on this you'll parent the hand-object to the correct pivot (left or right).