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New Participant
September 21, 2018

OVRHeadsetEmulator doesn't move the view in the Game panel

Hello,

I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. 

Am I missing something? Has anyone else encountered this?

Thank you kindly.
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26 replies

September 26, 2018
I'm not able to make this emulation work either
should be as simple as dropping a OVRCamerRig into the scene - no ?
Anyways, i can see the "HeadPoseRelativeOffsetRotation" on the OVRCameraRig change in the inspector, when the corresponding keyboard keys are pressed and i move the mouse, but the camera does'nt rotate accordingly The values do not change if i disable the headset emulator script. So should be doing the right thing imho ...

My versions are Unity v2017.4.11f1, Oculus Utilities v1.29.0, OVRPlugin v1.29.0, SDK v1.30.0.






New Participant
September 26, 2018
Piggy-backing on top of this issue, I'm having the exact same problem as @learnwithus 
Using version 1.29 
Up and Coming
June 20, 2019
It was working for me up to version 1.36. Just upgraded to 1.38 and now it doesn't work. 

Any idea what could be wrong @NinjaGaijin?
Up and Coming
June 24, 2019
After a LOT of hassle, I managed to roll back to 1.36 and it's working again.
Note: I'm running Unity 2019.1.7f1
New Participant
June 30, 2019

HeyBishop said:

After a LOT of hassle, I managed to roll back to 1.36 and it's working again.
Note: I'm running Unity 2019.1.7f1


How could U roll back to 1.36?
I couldn't find any download link
July 7, 2019
Emulation still doesn't work to this day
New Participant
July 31, 2019
Can't get emulation working on Quest Unity setup either with OVR Headset Emulator component
New Participant
August 7, 2019
OVRManager.cs
Seems to be a not "!" messing , OVRPlugin.initialized is set to true inside InitOVRManager().
so the test should be is  OVRPlugin.initialized == false is so call InitOVRManager().

private void Awake()
{
//If OVRPlugin is initialized on Awake(), or if the device is OpenVR, OVRManager should be initialized right away.
if (!OVRPlugin.initialized || (Settings.enabled && Settings.loadedDeviceName == OPENVR_UNITY_NAME_STR))
{
InitOVRManager();
}
}
New Participant
December 17, 2021

Still works for me in 2021 on version 2020.3.18.f1. Thanks this was really helpful.

Up and Coming
August 15, 2019
@filipefmiranda that fixed it!!!

If only Oculus monitored these forums, they might pick up on these things. (Prove me wrong Oculus, prove me wrong!)

New Participant
April 11, 2020
This doesnt seem to be working so simply any more. @filipefmiranda - Dont suppose you know of a new fix?