Oculus equivalent to HTC Vive Input
I downloaded an asset from the Unity Asset Store and the input method being tracked in HTC Vive.
I am developing a game in Unity using the Oculus Rift.
I was wondering how I could translate the following HTC Vive input to the rift controllers:
I am developing a game in Unity using the Oculus Rift.
I was wondering how I could translate the following HTC Vive input to the rift controllers:
//Reference to Input events for controllers
private Valve.VR.EVRButtonId gripButton = Valve.VR.EVRButtonId.k_EButton_Grip; //(VRInput)
private Valve.VR.EVRButtonId triggerButton = Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger;//(VRInput)
I tried using OVRInput.Button for the two above and it seemed to compile. But wasn't able to test it since the following below did not work.
//Use this to get consistent reference to This joystick controller thing
I tried using OVRInput.Button for the two above and it seemed to compile. But wasn't able to test it since the following below did not work.
//Use this to get consistent reference to This joystick controller thing
private SteamVR_Controller.Device controller { get { return SteamVR_Controller.Input((int)trackedObj.index); } } //(VRInput)
private SteamVR_TrackedObject trackedObj;
Correct me if I'm wrong, but from what I've read, SteamVR_Controller.Input((int)trackedObj.index) , uses the trackedObj to get the integer representation of the controller in order for easy access to the controller.
So how would use OVR in such a way?
Thanks!
Correct me if I'm wrong, but from what I've read, SteamVR_Controller.Input((int)trackedObj.index) , uses the trackedObj to get the integer representation of the controller in order for easy access to the controller.
So how would use OVR in such a way?
Thanks!
