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Up and Coming
March 5, 2014

Execute Oculus in Edit Mode

Hello folks,

anyone managed to get the Oculus to work while in Editmode (Playbutton not pressed)?
I have to test all our cockpits and seats to find optimal scaling and position values and it gets annoying in play mode when unity revert all changes. A simple [ExecuteInEditMode] in all scripts wasn't enought :( .

Greetz
Podden
    This topic has been closed for replies.

    5 replies

    Up and Coming
    March 5, 2014
    You should calculate the right values, not "find" the ones that "feel" right. Unlike regular screen, in VR everything must have 1:1 real world size.
    Up and Coming
    March 5, 2014
    Model it to scale and you'll find that things are significantly more cohesive, easy to put together and acceptable to look at.
    Brevis / DevBlog Twitter
    Inspiring
    March 5, 2014
    You can save your edits when in Play mode if needed. Here's how you do it.

    - Enter play mode,
    - Adjust your values,
    - Right click on Script > "copy Component"
    - Exit play mode,
    - Go to original prefab > Right click on Script > "paste component as values"

    Hope that helps.
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    Up and Coming
    March 6, 2014
    As Lane stated, making everything to scale (1unit = 1m) should make pretty much everything "just work" in VR. At least thats my experience.
    PoddenAuthor
    Up and Coming
    March 17, 2014
    thanks for the replies. We do modelling in scale but I want a quick method to test and change things.
    Unity does not allow copying more than one component and our game is way too complex (or too poorly designed ;) ) to copy whole prefabs (network instantiation).
    So I guess enabling the tracker in edit mode is not an easy thing, too bad.
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