12-20-2018 11:16 PM
12-27-2018 02:42 AM
01-29-2022 02:01 PM
@kojack thats really interesting. I guess the dll has to be deployed onto the quest hardware, alongside an exe file? I suppose you could read the sensor data and stream that back over a network to a pc to control a pc game maybe. I got the source code for open lara, the tombraider game it runs on a pc. I was thinking on modding it so that it could work with the quest2
01-29-2022 09:37 PM
It's slightly different in the case of the Quest, since it's Android based, so no dlls or exes (well, it has equivalents, but with different names). But yep, if you just wanted controls and not VR rendering, you could network the controller data back from the Quest to a PC. Although in that case, if you use Link or Airlink, you can just use the PC SDK like my app and Oculus will handle the sending to PC.
Open Lara has android builds as an option, so if you did that and used the Oculus native mobile SDK, it should be possible to make a native Quest version of it (so no PC needed). Probably not easy, but possible (I think).
https://developer.oculus.com/documentation/native/android/mobile-intro/
01-30-2022 03:16 AM
01-30-2022 02:05 PM
Yep, that's the windows Rift SDK. It will work with Airlink, which makes the Quest emulate a Rift. That's the one I used. It doesn't let you make things that run stand alone on the Quest though, you always need a PC connected.