Attached xbox controller getting drift when launched from Oculus store
OVRPlugin v 1.38.0 When running our Unity client from the Oculus store with an Xbox controller attached, the controller appears to be showing drift. This is causing our input selection to ping pong back and forth from touch controller to xbox controller. We are already accounting for dead zones. What is very troubling is the app only has this behavior when launched from the store. Launching standalone or on other pc platforms does not have the issue. I have also forced calling OVRInput.Get instead of UnityEngine.Input.GetAxis in the development standalone case and it doesn't have the issue. Just through the store. Given that publishing to the store to try to debug this issue is going to be very difficult to iterate towards a solution, I am posting early before trying much in the way of narrowing the issue, to see if there is any known issues or work arounds to try.6KViews0likes0CommentsSetControllerVibration not working
Hello, I'm trying to use "OVRInput.SetControllerVibration(1f, 0.8f, OVRInput.Controller.All)", for some reason my gamepad (xbox controller) is not vibrating. Am I doing something wrong ? Here's my setup : Unity v2017.2.0f3, Oculus Utilities v1.18.1, OVRPlugin v1.18.1, SDK v1.19.0. Thanks !2.1KViews0likes5Commentsxbox controller and no rift no longer works with sdk 1.9
Hi I've been working on an app for a while now which includes support for multiple devices including having no VR headset plugged in. I have the OVR Manager in my project and I've been using the OVRInput options to be able to map my controls to an xbox controller which in the past has been very useful. All this was working fine in Unity SDK 1.8 but once I've updated I've found that this way of mapping the xbox controller has broken and now only works when the Oculus headset is being used. Is there a way round this or do I now have to write two mapping systems for the xbox controller, one for when the Oculus is plugged in and one for when it's not? The other option is to drop back the Oculus SDK support back to 1.8. Any help with this would be gratefully received. All the best Phil524Views0likes1CommentConfiguring multiple joysticks
Hello guys! Sorry for my bad english I have some questions : 1) XBOX controller have Triggers (L2/R2), and I want for example to perform some action. L1/R1 i can switch between items. 2) Samsung Gamepad EI-GP20 dont have (L2/R2) and I can to perform some action (L1/R1), and switch between items D-Pad Left/Right, but then if I use XBOX (L2/R2) they are not involved Example : NextToogle = OVRInput.GetUp(OVRInput.Button.DpadRight) ; PreviosToogle = OVRInput.GetUp(OVRInput.Button.DpadLeft); if (NextToogle) // todo smth and if the controller XBOX - use (L1/R1) to swirch and (L2/R2) for action if EI-GP20 - use D-Pad Left/Righ and (L1/R1) for action How can i do this? I hope you understand me...481Views0likes0CommentsHow do I display the Oculus Home Menu from Unity? Dk2 + Xbox one controller
No matter what I do I can't get the Oculus Home menu to display on my PC build. I've got OVRManager and OVRPlatformMenu on a gameObject, I added DontDestroyOnLoad(this.gameObject), I've uploaded to Oculus, I'm running the game from Oculus home, but the damn menu won't show up no matter what I do!! Everyone is saying it just happens automatically but it ain't for me! Please help...749Views0likes1CommentHow do you add more XBOX Buttons support when the product only has support for movement?
I got a product for making VR game. it has a character controller with a body. you can walk/run and rotate but that's about it. It is not based on OVR utilities So can't do the if (OVR.Input etc). Do i have to map the buttons using the Edit/Project Setttings/Input Manager? and then to check i would do if( Input.getButton(Button.three) ) etc etc? is that how it works?Solved717Views0likes2Comments