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Up and Coming
June 9, 2015

Unity 5.1 Sensor Data

1. Can someone point me to documentation on the correct way to poll sensor data using the native Unity support in 5.1?

2. I previously used a dedicated thread for sensor polling - will this break with native as Unity doesn't usually like other threads to call it's API?

3. Also, is the sensor data available at the same fidelity? (i.e. 1000Hz, though I was mostly only able to poll 500Hz in practice).

Thanks
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    3 replies

    Inspiring
    June 9, 2015
    Try checking VR.InputTracking.
    AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110i Gigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
    bteitlerAuthor
    Up and Coming
    June 10, 2015
    This was the first place I checked:
    http://docs.unity3d.com/ScriptReference ... cking.html

    I need the actual raw sensor data (accelerometer in this case to be specific) so that doesn't help. I also see this:

    http://docs.unity3d.com/ScriptReference ... vePtr.html

    However, there is no documentation on how to actually cast the IntPtr to an Oculus data structure / function and use it. Any guidance you could give here would be appreciated. I pretty much can't upgrade until I figure out how to get the sensor data.
    bteitlerAuthor
    Up and Coming
    June 12, 2015
    Bump. I'd take an answer of "not possible right now" with an ETA, but I'd at least like an answer. Thanks!