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Up and Coming
May 29, 2016

Oculus Remote Unity support.

Hi

I'm a developer and I've got a DK2 at the moment. I still have to wait 2 months before I wil recieve my CV1. As I'm already supporting the CV1 one of the question I get asked a lot is support the CV1 remove. So my questions. Firstly is there any way to just get my hands on just the remote so I can support it and my second question is are there any guides or information that could help me support it blind in Unity.

If this question has already been asked I apologies. It's a bit difficult developing on hardware you don't have yet.

Looking forward to your suggestions.

Phil
This topic has been closed for replies.

5 replies

Participant
May 30, 2016
Hi,

You can just map the buttons using the OVRInput. Check the documentation for oculus remote mapping:
https://developer.oculus.com/documentation/game-engines/latest/concepts/unity-ovrinput/#unity-ovrinput-rift-remote



Inspiring
May 30, 2016
There isn't an easy way to get a remote without a Rift because the Rift includes a wireless antenna used by the remote. However, like @rafaelbferrari pointed out, you can write the code using the virtual button mappings in OVRInput and test them with a standard Xbox 360 or Xbox One controller and then expect them to work (only Up, Down, Left, Right, Select, and Back) with the remote.
philedayAuthor
Up and Coming
May 31, 2016
Thanks that's great information. I really didn't know where to begin so you've very much put me on the right track :)
New Participant
May 31, 2016
Yeah, the key line you'll be using is (for the main button) : 

OVRInput.GetDown(OVRInput.Button.One)
philedayAuthor
Up and Coming
June 9, 2016
Thanks for all your support. With your help I've managed to get Remote support into my app and I also managed to test it on a CV1 :)

Cheers everyone.