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OVRHeadsetEmulator doesn't move the view in the Game panel

learnwithus
Honored Guest
Hello,

I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. 

Am I missing something? Has anyone else encountered this?

Thank you kindly.
26 REPLIES 26

Anonymous
Not applicable
I'm not able to make this emulation work either
should be as simple as dropping a OVRCamerRig into the scene - no ?
Anyways, i can see the "HeadPoseRelativeOffsetRotation" on the OVRCameraRig change in the inspector, when the corresponding keyboard keys are pressed and i move the mouse, but the camera does'nt rotate accordingly The values do not change if i disable the headset emulator script. So should be doing the right thing imho ...

My versions are Unity v2017.4.11f1, Oculus Utilities v1.29.0, OVRPlugin v1.29.0, SDK v1.30.0.






victorviale
Honored Guest
Piggy-backing on top of this issue, I'm having the exact same problem as @learnwithus 
Using version 1.29 

HeyBishop
Protege
It was working for me up to version 1.36. Just upgraded to 1.38 and now it doesn't work. 

Any idea what could be wrong @NinjaGaijin?

HeyBishop
Protege
After a LOT of hassle, I managed to roll back to 1.36 and it's working again.
Note: I'm running Unity 2019.1.7f1

ehsan_612
Honored Guest

HeyBishop said:

After a LOT of hassle, I managed to roll back to 1.36 and it's working again.
Note: I'm running Unity 2019.1.7f1


How could U roll back to 1.36?
I couldn't find any download link

LouisHong
Explorer
Emulation still doesn't work to this day

robshox
Honored Guest
Can't get emulation working on Quest Unity setup either with OVR Headset Emulator component

filipefmiranda
Honored Guest
OVRManager.cs
Seems to be a not "!" messing , OVRPlugin.initialized is set to true inside InitOVRManager().
so the test should be is  OVRPlugin.initialized == false is so call InitOVRManager().

private void Awake()
{
//If OVRPlugin is initialized on Awake(), or if the device is OpenVR, OVRManager should be initialized right away.
if (!OVRPlugin.initialized || (Settings.enabled && Settings.loadedDeviceName == OPENVR_UNITY_NAME_STR))
{
InitOVRManager();
}
}

HeyBishop
Protege
@filipefmiranda that fixed it!!!

If only Oculus monitored these forums, they might pick up on these things. (Prove me wrong Oculus, prove me wrong!)