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May 22, 2018

Can't get the accelerometer to work on Oculus Go, but works fine on Gear VR?


I have a game on the store called Jogger which uses the accelerometer to detect for when someone is jogging on the spot to move forward.
This has been on the store for over a year now and works great, however it's not working on the Oculus Go.

Is there a different way to access the gyro on the Oculus Go?
For the Gear VR I can use "Input.gyro.userAcceleration" but this just returns 0 0 0 on the Go?

Any help would be greatly appreciated at this point because I've had to remove Jogger from the Go store until I can find out why it's not working.
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    22 replies

    New Participant
    August 30, 2018


    Fyi, the patch proposed by @stregillus has found its way upstream in Oculus Utilities 1.26:

    > Fixed bug causing head velocity and acceleration to always be 0.

    Release notes: https://developer.oculus.com/documentation/unity/latest/concepts/release-1.26/
    Download Oculus Utilties 1.26: https://developer.oculus.com/downloads/package/oculus-utilities-for-unity-5/1.26.0/

    But it's only about head acceleration. No controller?(
    New Participant
    November 8, 2018
    Sorry for offtopic
    Spend some amount of time getting WebVR or polyfilled WebVR  work on GO
    Really missing accelerometer data on go.

    I have app with WebView showing polyfilled VR. Works fine on GearVR or random Android phone. On Go WebView or Crosswalk chrome build got no accelerometer data so no tracking at all