Regaining VR Focus After DeviceLost/Acquired In Unity
Hi, is there a way to programatically set VR focus back to our application? Currently when a device is lost (i.e. user unplugs cable) and is acquired again (i.e. user plugs the cable back in), Oculus Dash is displayed and I can switch back to the application using a controller. The application correctly handles recycling of the device and everything is running as expected. The issue is that normally user does not have a controller available (the application is an arena-scale LBVR experience, tracked by Optitrack) and the only way to get rid of the Dash is to restart the whole application, which is obviously problematic. The application runs on Unity 2018.1.1 and the latest Oculus plugin/SDK. I'm aware of the Unity-related Dash and focus resources https://developer.oculus.com/documentation/unity/latest/concepts/unity-dash/ https://developer.oculus.com/documentation/unity/latest/concepts/unity-lifecycle/ however they describe how to detect and adjust to when a focus is lost, rather than how to completely recover from it and resume playing. According to the documentation, this should be possible in the native library (https://developer.oculus.com/documentation/pcsdk/latest/concepts/dg-vr-focus/), however the managed API in Unity (OVRPlugin and OVRManager) is somewhat limited and doesn't seem to contain any way of completely reinitializing the device and/or setting focus back to my application. Is there a way how to do it in Unity? Perhaps writing a native plugin? Thanks, Martin1.2KViews0likes1Commenthow to have my app always in front of the dash buttons
Hi, I have placed my unity app in the init folder of the computer, and it launches at startup, Is there a way to have my unity app always in front of the dash buttons? Sometimes it is, but sometimes it isn't and I cannot figure out how to get predictable behaviour Thanks593Views0likes1CommentOculus Dash requires OVRPlugin
I've managed to avoid using OVR in my app by using Unity's built-in XR support, but I find there is no way to support Oculus Dash without the OVR plugin. This is unfortunate because it adds 25 MB to my app. Is there any way to support Oculus Dash without the OVR plugin?373Views0likes0CommentsOVRPlugin.dll is too big
In my opinion, the OVRPlugin is too big. It adds around 20 MB to my game. I've managed to avoid it by using Unity's built-in Input Manager and built-in XR support, but in order to support Oculus Dash, it looks like I'm going to have to add it. It's a shame because my game is only 50 MB to begin with, so now the OVRPlugin is adding 20 MB to it when all I really need is the Oculus Dash functionality which is probably very small.416Views2likes0Comments