0.4.3.1 implement a fallback for normal displays
I've succesfully implemented the new SDK from 0.4.2, so far it functions well.
But we have a fallback mode for normal displays and I find it hard to implement. Is it possible to change between normal cams und oculus cams at runtime?
I tried deactivating the whole OVRCameraRig but then I do not get HMDAcquired and HMDLost events.
Only deactivating the EyeAnchors seems okay, but then the viewport gets overlayed with stills of the last oculus frame while you can see the correct "Standard" Camera Setup working in the background. I can deactivate OVRManager in the Editor but the again no events fired when the oculus gets pluged back in.
Any chance to solve this?
Also some small improvements for the next version:
- I needed 15 Minutes to figure out why I do not get an image in editor while not playing. Seems to be the FOV of the cameras is set to 0 in the OVRCameraRig prefab :(
- Also no camera is taged "MainCamera". This causes some errors, too.
But we have a fallback mode for normal displays and I find it hard to implement. Is it possible to change between normal cams und oculus cams at runtime?
I tried deactivating the whole OVRCameraRig but then I do not get HMDAcquired and HMDLost events.
Only deactivating the EyeAnchors seems okay, but then the viewport gets overlayed with stills of the last oculus frame while you can see the correct "Standard" Camera Setup working in the background. I can deactivate OVRManager in the Editor but the again no events fired when the oculus gets pluged back in.
Any chance to solve this?
Also some small improvements for the next version:
- I needed 15 Minutes to figure out why I do not get an image in editor while not playing. Seems to be the FOV of the cameras is set to 0 in the OVRCameraRig prefab :(
- Also no camera is taged "MainCamera". This causes some errors, too.
