With the OVRInput plugin and GearVRControllerManager/GearVRControllerPointer scripts integrated a project, it is very easy to have the handheld controls for Gear VR or Go used for navigation instead of gaze controls with no manual configuration
I am trying to figure out how to conditionally (not always) disable the handheld controller and use gaze controls instead. I've looked through the plugin code and tried a bunch of different things but nothing so far has worked. I figure this should be as easy as 1-2 lines of C# code if I can figure it out.
The specific use case is to be able to use gaze control instead of handheld controller for an Oculus Go app, and to enforce that from the application logic rather than if the controller is turned on or off.
Hi I am checking in regarding this question. I have noticed that when removing the battery from the controller it reverts to what I am requesting - centered cursor controlled by headset gaze - but then there is critical functionality that is broken such as exiting the app and using Oculus Home. What I'd like is a way to control this from application logic.
In my experience the controllers are usually set based on the detected platform. If it detects a gaze based system like cardboard, it will use that. As you were saying this is usually done within unity on triggered events, setting things disabled or not. I'm not sure programatically how you would do it, but I would look at the grey IF statements in the scripts such as IF platform == gearvr, and mirror those code blocks in your other methods/functions. I know this is vague but hopefully somewhat helpful.