Subclassing OVRPlayerController
For my game, I want to subclass OVRPlayerController to make my own player controller. I want to keep all the benefits that the OVRPlayerController provides while implementing my own custom functionality (like custom sprinting). Also, as long as the API doesn't change, I can update my Oculus Rift SDK without worrying about my code breaking. I do not get this benefit if I modify OVRPlayerController.cs myself.
Unfortunately OVRPlayerController uses private variables in many functions (like UpdateMovement). I am unable to maintain similar functionality in my subclass of OVRPlayerController because I cannot modify these variables. Ideally, any variables used in public functions would be made protected so that a subclass of OVRPlayerController can modify them.
Obviously I can change the script myself, and I probably will for the time being. My hope is that someone at Oculus will see this post and they can make a more extensible API for us.
If I am missing something here, please let me know. My goal is to solve this problem, not to complain.
If you are having the same issue or a similar one, please post and share!
Unfortunately OVRPlayerController uses private variables in many functions (like UpdateMovement). I am unable to maintain similar functionality in my subclass of OVRPlayerController because I cannot modify these variables. Ideally, any variables used in public functions would be made protected so that a subclass of OVRPlayerController can modify them.
Obviously I can change the script myself, and I probably will for the time being. My hope is that someone at Oculus will see this post and they can make a more extensible API for us.
If I am missing something here, please let me know. My goal is to solve this problem, not to complain.
If you are having the same issue or a similar one, please post and share!
