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New Participant
May 18, 2018

Go controller 3D model

Hello,

I have a game that was built for Gear VR and I am now porting it to the Go.

What are the best practices for showing the hand controller model in the game? Is there a way to detect which type of device the game is running in, then activating the appropriate controller model? It looks like this is a requirement in the VRCs.

Also, where might I find a 3D model for the Go controller? Something similar to the Gear VR controller model that ships with OVRPlugin.

Thanks!
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4 replies

RollykAuthor
New Participant
May 23, 2018
Ah, yes. I needed to reimport the latest Oculus Utilities (1.25). I see the model in there. Thanks for the info!
New Participant
August 1, 2018
My production lead made a tutorial a while back for modeling the Oculus Go hand controller, and there's a link to download it at the bottom of the page if anyone needs an alternative:
https://www.elarasystems.com/oculus-go-vr-blog/
Up and Coming
September 26, 2018
the one oculus uses in its apps would be the best (the one from elara is nice, but not quite as good as the original one ^^) i am looking for one to use in my unreal engine project, the one provided with the engine is just way to low poly and would impact the quality of the project :(
Up and Coming
November 20, 2018
Hi, im having an issue with this. Im using unity and Oculus utilities, have OVRCameraRig and the Controller prefab on both hands. Both controller models are there and they are correctly placed on the OVRTrackedRemote script. The problem is that in every build for the GO it only shows the GearVR controller. Any idea how to fix this?