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Up and Coming
August 1, 2015

5.1.2p2 and commands health safety etc

So I've now got the new version of Unity all up and running in my app but I'm missing a couple of functions which I used from the previous Oculus setup these are:

OVRManager.isHSWDisplayed (so I could check that the health and safety message had gone before allowing interaction)

OVRManager.tracker.isEnabled (To allow people to switch of headtracking if they want)

I also previously had an option for changing the FOV which is no longer available. This is something I added on request but I'm not a big fan of changing this as it looks a bit weird. So less required at the moment.

Are these options supported yet? If they are or if there is a place listing the latest functions available where abouts are these?

Another thing I noticed as well was that the UnityEngine.VR.VRDevice.isPresent function detects whether the VR device is on but only at the start so if, for instance you turn the Oculus off it will still read true. Not a massive problem but I thought it was worth mentioning in case it was unknown
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    14 replies

    Inspiring
    September 27, 2015
    "phileday" wrote:
    The "OVRManager.isHSWDisplayed" always displays false.

    Yes, it was broken until Unity 5.2.1p1. Can you re-test with that version? OVRManager.isHSWDisplayed is the right property to check, it just wasn't working properly until this week.

    "phileday" wrote:
    Is the Health and Safety test only related to Oculus then?

    Correct, it's not necessarily the same message that other headsets would have to display.
    philedayAuthor
    Up and Coming
    September 28, 2015
    I'm currently using Unity3D 5.1.3p3 but I can test in an earlier version or later version if you let me know which one I should try.
    Inspiring
    September 28, 2015
    Looks like the fixes we expected in 5.2.1p1 have slipped to 5.2.1p2, due out later this week.
    New Participant
    October 19, 2015
    I had the same issue (OVRManager.isHSWDisplayed returning false all the time).
    It's simply because I didn't add the OVRManager component to my scene and "isHSWDisplayed" is updated in the Update method.

    For those who don't want to add OVRManager to your scene, you can directly read OVRPlugin.hswVisible which works as expected (returns true while displaying, then false).

    I'm using Unity Version 5.2.1f1 (44735ea161b3) Personal with Oculus Utilities for Unity V0.1.2.0-beta.