I've been working on a GearVR/Oculus Go game. I have the game uploaded
to the Oculus Dashboard as a Beta build, and I have an Oculus Go and a
GearVR (with Galaxy S7 Edge) to test it on.The Go works fine, no issues
there.However, on my last update tha...
A few things to note:Using OVRDisplay.acceleration (with the fix to
replace Node.none to Node.head) works on the Go, but doesn't seem to
work with a GearVR + Galaxy S7. I have to use Input.gyro with the S7,
which I guess means that I am not getting t...
Hi @"sara.hanson.12382" , I wonder if maybe you're using a different
version of the Oculus Unity plugin? Can you look at the code for the
acceleration parameter in OVRDisplay.cs and let me know what it looks
like? Doesn't really matter now, but thank...
@carrotstien The Go controller has never really been an issue, you can
access that information easily with
OVRInput.GetLocalControllerAcceleration. Look at the
OVRGearVrControllerTest.cs that comes with the Unity plugin for
everything to do wtih the ...
I've made a pretty big breakthrough! I was looking at the code that is
actually returned by OVRDisplay.acceleration, and it looked like
this:public Vector3 acceleration { get { if (!OVRManager.isHmdPresent) {
return Vector3.zero; } return
OVRPlugin.G...