Need a C# SDK wrapper for Rift/Rift S
Hello everyone, I'm working on a C# project (winforms) and try to get the connection status of Rift S devices (headset and 2 controllers). Because oculus provides us a C++ SDK, I searched on Internet for a C# wrapper but they are old. Has anyone seen a C# wrapper which compatible with the latest SDK ? Thank you.576Views0likes0CommentsHow to make VrCubeWorld_NativeACtivity examples run as C++ code instead of C code
I am exploring the VrCubeWorld_NativeActivity example in VrSamples of the Mobile SDK. I can successfully compile and run it on my oculus go using Android Studio. I would now like to start with that source code and modify it for my own project as a starting point as I am quite new to android/VR development. However, I would like to use C++ instead of C, but I am not able to compile the project as a C++ project. Renaming the file to a .cpp file and adding LOCAL_CPPFLAGS := -std=c++11 in Android.mk, does not work, Android Studio build fails with an org.gradle.api.ProjectConfigurationException: A problem occurred configuring project ':MyProjects:Test:Projects:Android'. exception. Is there a quick way to modify the VrCubeWorld_* examples in VrSamples so they compile as C++ code instead of C code? How should I modify the gradle files and .mk files? I am very new to gradle etc so that is still magic to me.871Views0likes2CommentsDetecting which controllers are plugged in
I'm currently working on detecting plugged in controllers for Oculus Rift and also for Oculus GO. Here is function that I've come up with: (it's added to the OculusInput.cpp) FString FOculusInput::GetPluggedControllerName() { FString ControllerType = "None"; ovrpControllerState4 OvrpControllerState; if (OVRP_SUCCESS(ovrp_GetControllerState4(ovrpController_Active, &OvrpControllerState))) { switch (OvrpControllerState.ConnectedControllerTypes) { case ovrpController_Touch: ControllerType = "Oculus_touch"; break; case ovrpController_Gamepad: ControllerType = "Gamepad"; break; default: ControllerType = "Default"; GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, FString::FromInt(OvrpControllerState.ConnectedControllerTypes)); break; } } return ControllerType; } It works well when i have only one of them plugged in, it will never work if i have both touch and gamepad plugged in my pc. My queston is if it's there any way to split that? Do i have to just check those hexadecimal values before? Also how can i detect if it's Oculus GO controller?672Views0likes1Comment