How to throw objects in unity with oculus go controller()?
Hi, everybody! I am trying to be able to throw objects in Oculus Go game. So far, I reached the point where I can drag and drop objects(with rigidbody obviously), and even read angular velocity from the controller in order to give natural rotation to the object, but I have no idea how to read velocity from go controller and give this velocity to the object to emphasize actual throwing. There is a video on youtube where the guy (Ben Roberts) explain everything regarding oculus input : https://www.youtube.com/watch?time_continue=9&v=mFFta9OszzA . This guide is really good. He uses such line of code to read velocity from the controller: objectinHand.GetComponent<Rigidbody>().velocity = OVRInput.GetLocalControllerVelocity(controller); (to prevent possible confuse, "objectinHand" is my own variable, just change it to one that was in the video). Unfortunately, this approach doesn't work for oculus go controller. So, in this case there is a question, how to read velocity from the go controller and recreate natural throwing of the gameobject?1.3KViews0likes0CommentsHeadset acceleration or velocity in Unity3D
Hi Everybody, I am trying to access the Headset acceleration or velocity in Unity3D. I am interested in the raw data as well as a fused version. As I read in previous blog posts it is not possible to access the raw data but at least the fused data somehow. For my scenario it is important that positional tracking is disabled. So far I have tried the Oculus Utilities 1.19.0 with Unity 2017.1 and Unity 2017.2 . I have tried to access the acceleration with OVRDisplay class: OVRManager.display.acceleration But I am not getting any result. Besides that I tried using the Unity3D API with the following: List<XRNodeState> nodeStates = new List<XRNodeState>(); UnityEngine.XR.InputTracking.GetNodeStates(nodeStates); foreach(XRNodeState ns in nodeStates) { Vector3 acceleration; if (ns.TryGetAcceleration( out acceleration)){ // do something with acceleration } } Here I get a result if one of the Oculus cameras is seeing the Rift. But if the Rift is not visible velocity and acceleration are (0,0,0). As I mentioned I cannot use positional tracking in my scenario. Am I doing something wrong or just missing something? Or are this values not forwarded if positional tracking is disabled? Thanks in advance!1.5KViews0likes1CommentOVRManager.display.velocity returns Vector3 = 0,0,0
I am developing a game in Unity using Oculus Utilities, and I want to retrieve the HMD velocity. When I use the following line of code, the resulting Vector3 value is always zero: hmdVelocity = OVRManager.display.velocity; What is possibly happening? My Oculus Rift CV1 works flawlessly in games and tracks correctly in Unity editor. I am using Unity v2017.1.1f1, Oculus Utilities v1.18.1, OVRPlugin v1.18.1, SDK v1.19.0. Thank you for your help! Leo687Views0likes2CommentsAngular Velocity, Angular Acceleration Broken? (has anyone gotten this to work on the latest unity?)
I'm using 1.13.0 and my output for Angular Velocity is always 0,0,0. I tried using the example Room and the grabbable and grabber also output 0 as well. I am not sure what to do but from older requests it should be outputting as a Quaternion but other reports say it should be a Vector 3? I am not sure how to get it working?2KViews0likes9Comments