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New Participant
July 17, 2015

PluginEvent conflict

Hi,
much like the oculus unity integration I am communicating with my own unity plugin via GL.IssuePluginEvent().
How can I keep using this without interference between the two plugins?

Thanks in advance.
    This topic has been closed for replies.

    2 replies

    Inspiring
    July 17, 2015
    There are 3 options here:
    1) See if you can re-map the event IDs of the non-oculus plugins so the low-order bytes of the IDs are outside the rage 0-16.
    2) Upgrade to Unity's built-in VR support and use the Oculus Utilities for Unity instead of the legacy integration.
    3) Wait for the next release of our legacy integration, which will allow you to re-map the event IDs used by our native plugin. That should be out in around a month.
    marsvAuthor
    New Participant
    July 18, 2015
    As long as as the built-in VR doesn't support rendering separate content per eye it's not of much use to me.
    Is that coming back with the next release as well?
    For now the first option should be fine. Thanks!