Simple (?) Gear VR controller question
Hello! First time posting here or anywhere so if im violating some rules please let me know! I am using a Samsung galaxy note 8 with gear VR programming on the most recent version of Unity. I would like to write a script that would basically determine if the angle of the gear VR controller is over or under a certain quantity on the X, Y or Z axis, then something happens. I looked up some strategies and got terribly overwhelmed with Quaternions and I was wondering if I was overcomplicating this and there was an easy commonly used solution for this problem? Absolutely any input or resources would be fantastic, sorry for the overly simple and probably-answered-before question, Thanks!!!910Views0likes2CommentsHow can I adjust Gear VR Controller Positioning?
Is it possible to adjust the CenterEyeAnchor or RightHandAnchor points? In my game, the object in your hand is way too low when directly attached to the RightHandAnchor. If I raise it to the correct height it rotates off the axis of the original spot and does not look realistic... Does anyone have insight into adjusting the Gear VR Controller positional settings? Using Unity 2017.20b7 OVR 1.18.1Solved1.6KViews0likes2CommentsCan't get VR Controller in Canada?
I've been looking everywhere, and I can't seem to find the new VR Controller anywhere standalone in Canada. We have the bundle available here, but the controller by itself is nowhere to be found. Nothing on Amazon CA, eBay CA, Samsung CA, and basically it is looking like if I want to get the controller I'd have to drop another $200CAD to get the entire bundle. I see on the Samsung US site you can get it by itself for like $40, but gives me no such option in Canada, nor does the site ship to Canada. Any other Canadians here in the same boat as me?4KViews0likes11CommentsController Support?
With The Samsung Gear VR, I've Seen Online That It's Possible To Use 2 Gear VR Controllers, And Is That True? Also I've seen online Using An Xbox One Controller With This, Is That At Any All True?? A Game I Would Like to request if anyone could make, Cuz I can't make games is a game where your a Chef and you cook stuff in a kitchen and sell to people! Also if possible (Meybe make free) could try and Meybe like be a pizza delivery guy or something Idk??? But just a suggestion! Thanks for your time!1.2KViews0likes2Comments[Gear VR Controller] 'Back key' not working at Unity 2017.2
I'm using Unity 2017.2 and Oculus SDK 1.19.0. For checking the status of Back key of My Gear VR Controller, I wrote the below simple code. bool isBackPressed = OVRInput.GetDown(OVRInput.Button.Back); When I tested... Unity 2017.1 & Oculus SDK 1.18.0 : No problem. Unity 2017.2 & Oculus SDK 1.18.0 : Back key is not work. Unity 2017.2 & Oculus SDK 1.19.0 : Back key is not work. I think that there is some problem when Unity update to OpenXR.. So.. I tried the below code. bool isBackPressed = OVRInput.GetDown(OVRInput.Button.Back) || OVRInput.GetDown(OVRInput.Button.Two); It's works... But sometimes it does not work. I think that Oculus developers should check the Input System if they update to Unity 2017.2.1.2KViews0likes3CommentsIs support for new controller in Minecraft coming?
What the title says. It's the only game in my collection that still needs my old iPega controller... which unfortunately I haven't gotten to work at all since I switched from S7 to S8. Would be great to be able to play this flagship title - but I'm not seeing much love for it these days.741Views0likes0Comments[Gear VR] Examples for controller / buttons mapping ?
Two questions in one :) #1. Are there any example projects from Oculus for Gear VR controller (BP-only) with controller/hand mesh and fully functionality included, for UE 4.15.2 ? (I assume 4.15.1 won't have support for Gear VR controller) #2. Would it be possible to map controller buttons however we please, while keeping HMD's touchpad and buttons function as intended by default ? (for example, I want to use volume buttons on the controller for something else other than volume; same goes for home/back buttons on the controller) Thanks4.5KViews0likes8CommentsOculus/Samsung's Callous Treatment of Note 4 Gear VR IE1 Early Adopters Means I'll NEVER BUY AGAIN!
As many may (or may not) know, Oculus and Samsung arbitrarily, capriciously and maliciously have conspired to deny Note 4 and Gear VR (Innovator Edition 1) early adopters access to critical new features/products, by actively refusing to permit pairing of the new Gear VR Controller with Note 4s. The only comment one receives after a month of patience (other than "root your device"--a dangerous or impossible task, depending on the Note 4 variant, e.g. AT&T with a locked bootloader!) is that the Controller is "not supported"; this is absurdly disingenuous. In fact, far from being merely "not supported," the pairing actively is denied, by using a private bluetooth pairing mode in Android and by actively searching root for the device ID (model, i.e. the Note 4 variant) and then forbidding the simple pairing. There is no technical reason for this, of course; a considerable number of third-party bluetooth devices, including controllers, not similarly constrained--and, often of far more complexity than Samsung's simple new Controller--pair and operate admirably. Given other, related, actions--e.g. by Samsung--one easily can infer precisely why Oculus and Samsung are doing this dastardly deed: to artificially, callously and cynically attempt to force owners to upgrade to new kit. As with Samsung's decision to make unibody (sealed) phones, with no access for battery replacement (whether conveniently on-the-go, or after a couple of years when batteries actually fail--or, perhaps catch fire!)--and to make even a successor to the Note 4, the Note 5, both unibody and without Samsung's previously infamous Micro-SD slot--Samsung has contrived slavishly to copy Apple's infamous pattern of reducing useful and desired internal components, while keeping prices at high flagship levels. Meanwhile, these policies artificially force consumers to upgrade--just when U.S. carriers' have been abandonng the heretofore ubiquitous post-paid two-year financing cycle, that served largely to guarantee upgrades every two years. We've been able to swap out batteries ever since we've had cell phones--all the way back to the days when analog cell phone "bricks" had to be slung on a strap over the shoulder to make the ten-pound-plus weight "portable." Even the tiny, marvelous Mototola Star-Tac of the 1990s had a replaceable battery! Now, we are forced to upgrade periodically when we find that the ONE internal component that decades of device use has taught us to KNOW will fail, cannot be replaced! Similarly, we are forced to upgrade ou Note 4s and Gear VR headsets, if we want merely basic, Samsung- and Oculus-branded control of our VR experiences--which developers specifically have been requiring for new game and other VR experiences! This is in addition to Oculus and Smasung failing to require developers to make apps Note 4 compatible, such that the most desirable titles and/or features will not work on a Note 4. Early adopters have been shat upon and cast away--after having spent, perhaps, $825 for an AT&T-variant Note 4, $300 for the first Gear VR, $70 for an S-View Smart Cover and $30 for a spare battery. Plus $40 for the Gear VR Controller...perhaps $1265, not including third-party accessories. For a phone. Well, accordingly, I'll never buy another Oculus product--nor a Samsung phone, as I've long-resolved, now, that doesn't permit replacement of the battery. I'll just buy another new/old stock or refurbished Note 4. How long will other consumers remain gullible--settling for new "features" that are merely solutions looking for problems, gimicks (a screen that wraps around the sides actually reduces resolution and real estate, people!), or MISSING components, such as a headphone jack and internal DAC, that demand an upgrade to other components such as expensive bluetooth headphones withe internal DACs and their necessary adapters--immediately at purchase (!) for functionality that should be in-built! Wake up, folks. Caveat Emptor.1.2KViews0likes2Comments