Running App in demo (kiosk) mode on Oculus Touch
My Unreal app, is in the Oculus library. I can start it from the library. Setting up Oculus demo mode, I can select the app from a list. But then if I exit the app, it is not in the demo library (the demo library is empty). So I can't go back to my app. So demo mode means easy exit, no way back!?! (What I really need is simply users not to be able to get to Oculus home during an exhibition) using Unreal 4.19.462Views0likes0Commentsvideo and audio is frozen when user takes of HMD (proximity sensor triggered)
Hi all, The default behavior for Rift when the user removes the headset is for the Mirror monitor to display a black screen and for the audio to cut out (with Unreal). I understand that the screen cuts off inside the HMD to avoid burn-in. Is it possible to disable this behavior in unreal engine, so that if the user removes the HMD, audio + video will still be displayed on the external "mirror" monitor? This is for live demo situations with multiple users. The player's experience is output to an external monitor. Having the video/audio cut out when a player removes the headset is very jarring. Would appreciate any assistance!! So far I have tried: Temporarily switching to mirror mode "0" when the headset is removed - this leaves vision on the screen but it's frozen and wont update (Mirror mode 0 also shows the 2 eyes which doesn't look great). The audio also is still cut off in this method. Sticking sticky tape over the Headset's proximity sensor. This is a last resort - I am using the proximity sensor (headset taken on/taken off) to automatically reset level variables using Blueprints.603Views0likes0Comments