VR "Hold" Screen for gallery Instal
Hello All, I've done a search but @imperativity has come closest to an answer I have a VR piece in a gallery installation. It's using an Oculus with the display on a large monitor. When nobody uses it, the screen goes blank and I am wondering whether I can have a new scene (splash screen) play when nothing happens for 30 seconds. Originally I thought of a the "splash screen" scene, when the user picks up anything, it would trigger the "Main scene" ? Forgive my Pseudo code, but : void OVRInput.FixedUpdate() { if (nothing happens for 30 seconds) { application.LoadLevel(splashScreen); } } And then if the user pick up the controllers/ head set : void OVRInput.FixedUpdate() { if(anything happens) { application.LoadLevel(Main); } } BUT The problem would be if it is a normal VR Piece it will not look like anything when the user removes the HMD as it's not looking at the ground and away from action Is there a way I could turn on / off the VR Mode earn the HMD is not engaged ? This might be a super elegant solution Thanks for your help!457Views0likes0CommentsOVRInput and Input blocked when virtual reality support is disabled
When I try to test a 2D / desktop mode version of our game built in Unity using the OVRInput class for player input with virtual reality support disabled, ALL input seems to be blocked (all inputs return false or 0). (On top of that when VR is disabled OVRPlugin endlessly spews the famous 'ovrp_GetAppHasInputFocus return Failure_NotInitialized' warning', I thought this was fixed at some point?) Is this a bug? Am I doing something wrong? Unity 2017.2.0f3 with Oculus Utilities 1.21.0.983Views0likes2CommentsOVRInput when both controllers in Scene call Twice on input
Hello!! When I call something like: if(OVRInput.GetDown(OVRInput.RawButton.B)) and when both motion controllers are active in the scene, the bind will call twice. Even adding specifications like this: if(OVRInput.GetDown(OVRInput.RawButton.B, OVRInput.Controller.RTouch)) Still will call twice if both controllers are active in the scene. I'm using Unity 2017.1 and I was curious if this was some sort of bug or not? Hope all is well!598Views0likes1Comment