VR Touch Steering Wheel
So I wanna make a game with car controls just like this. Currently using the latest version of Oculus Rift. I'm so close to it but I can only code the joystick (of the left hand controller) to control the steering wheel, not the user's hands. The thought process behind the following code below is that: Detect collision between user's hand and steering wheel (Success). Detect if user is gripping hand (Success). Detect if one hand is higher than the other (Can detect positions of both hands and compare values of the y-axis coordinates). Animate steering wheel based on which hand is higher. For example if the right hand is higher, rotate steering wheel to the right, left hand higher = rotate steering wheel to the left. (Fail) [code=CSharp]using System.Collections; using System.Collections.Generic; using UnityEngine; public class Oculus_Steering : MonoBehaviour { public GameObject rightHand; public GameObject leftHand; float maxTurnAngle = 45f; // Detect Collision with Player void OnTriggerEnter (Collider other) { Debug.Log("hello"); Debug.Log("LEFT: "+OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger)+" and "+ Mathf.Abs(leftHand.transform.position.y)); Debug.Log("RIGHT: " + OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger)+" and " + Mathf.Abs(rightHand.transform.position.y)); //when leftHand elevation is higher turn wheel to left if (Mathf.Abs(leftHand.transform.position.y) > Mathf.Abs(rightHand.transform.position.y)) { transform.localEulerAngles = Vector3.back * Mathf.Clamp(-97, -maxTurnAngle, maxTurnAngle); } else { //when rightHand elevation is higher turn wheel to right transform.localEulerAngles = Vector3.back * Mathf.Clamp(97, -maxTurnAngle, maxTurnAngle); } } void Update() { //for joystick; takes the horizontal input to determine if steering wheel should rotate left or right transform.localEulerAngles = Vector3.back * Mathf.Clamp((Input.GetAxis("Horizontal") * 100), -maxTurnAngle, maxTurnAngle); } } I'm fairly new to unity and coding so if you need any more information, please don't hesitate to ask! Thank you in advanced. P.S. I am currently using the latest version of Oculus Rift. I will provide the version of game engine, and a copy of the scene I am using in the comments below later in the morning. Edit: Using unity 2018.3.11f1 and the file is too large whoops.3KViews1like3CommentsWhere can I download Oculus Utilities for Unity V0.1.3.0-beta?
I've a DK2 that I need to run with 0.8 drivers and SDK for Unity as I use my DK2 on an isolated network. According to https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-sdk-version-compatibility/ I need OVRPlugin / Utilities version 0.1.3.0 Beta to run with 0.8 and Unity 5.2.2p2 I found a link to 0.1.3.0 Beta on https://developer3.oculus.com/history/ but the link I found there https://developer.oculus.com/downloads/#version=game-engines-0.1.3.0-beta points me to the general downloads area wher I cannot find this version of the utilities. Any idea where I could download them from pls?Solved2.8KViews0likes5CommentsTouch Controller Tooltip Design [deleted] [wrong category]
I'm starting to design the controller tutorial for my app, to show the player what all the different Touch Controller buttons/triggers/sticks do in my app. I'm surprised not to see any Unity examples or best practices of this in any of the Samples or Tutorials out there as every app needs to do this. If you've come across any good examples or have created one, please share. :smile: For example, Oculus Medium uses a range of interesting techniques (2D & 3D), so it would be wonderful to see how something like that could be implemented in Unity.415Views0likes0Commentsmultiple orclus video in one computer
i have a plan to make video advertise by use multiple Oculus watch 360 VR. can i use one application with multiple orclus? and Can i make application it with unity3d ? What are hardware\Software requirements? https://www.reddit.com/r/oculus/comments/3pcokx/two_rifts_and_one_pc_its_possible/ OK now I know it can But how? if i know something new i will post it here488Views0likes0CommentsGear VR crash issue with unity 5.4.2 p2
Hello, I am developing a simple application in which some data and images gets downloaded from server and gets stored in local storage. Now there are 2 issues - 1) When I start my application for the very first time it runs fine, it do not gets any file from local storage so downloads it from threads. Now when I start the application the second time it gets crashed. If I delete the data from Applications it runs again. 2) After successful run of the application I am on my main scene. Now when I go to another scene and comes back to the main scene it crashes giving a "memory violation" error in logs. I thought that its a Read permission issue so I added those permissions in my manifest and checked if its getting merged in the google project. But then also its happening. Please help as i am under deadlines and literally stuck because of this.775Views0likes1CommentCamera jitter in Unity 5
We're working on a new build of End Space and we've been noticing this weird camera jitter showing up sometimes. It consistently shows up at the end of a level when the level end GUI pops up and causes all the GUI elements and the cockpit to shake. It also appears at other seemingly times but then usually just on GUI elements. I recorded a video to show you what I mean: https://youtu.be/nhgLI8nai_0 Has anyone else experienced the 'jitter bug' (now you've got this stuck in your head, right?) or does anyone know what is causing it? It's present in Unity 5.3.5p7 and 5.4.0f3 on Rift and Gear VR1.6KViews0likes2CommentsOculus 1.3 external Applications probelm
Hi all Just wondering if anyone has an idea as to why i would not be able to run external applications/dev tools using sdk 1.3. I have the unknown sources tick box on in the settings however all external applications do not recognize the headset or that they are running in VR. This is a problem that has come into existence over the last week/2 as before then the same applications worked fine with the DK2 and the engineering sample of the CV1 prior to this and now will not support on either. The same problem applies for unity no longer recognizing the headset for development (again for both devices) where previously it did. Does anyone have any ideas on what i can do to fix this or what would be causing these to no longer be recognized Thanks1.1KViews0likes3CommentsBug: Game not launchable in desktop mode when Rift is not plugged in
Hi, We're working on adding desktop mode support to our game but we're unable to boot the game in desktop mode without having to plug in the Rift. This kind of defeats the purpose of desktop mode I think. Is this a bug in Oculus home or did we do something wrong? I've tried to boot one other game (Keep Talking and Nobody Explodes) in desktop mode but it has exactly the same issues. Best regards, Frank825Views1like2CommentsAbout the Entitlement check on the binary
Hi. In order to test the function of OVRPlatform, I build and run a sample for Unity. It has confirmed that the Entitlement check is error, on the binary. In the same environment, it has confirmed that the Entitlement check is successful, on the Unity Editor. How do I resolve this? Thank you.Solved1.3KViews0likes1Comment