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Participant
May 16, 2016

Updated to Oculus integration sdk 1.0.0+, now game's broken

My game worked fine with the old integration sdk for Oculus on unity 5.3, but to submit my app i need to update to sdk 1 or unity native. Neither will work for me. I am working with the newest integration sdk but my weapon that is attached to ovrcamerarig won't move with head tracking. Please help i haven't slept in days trying to figure this out :(
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12 replies

Inspiring
May 16, 2016
If you want a GameObject to move with head tracking, attach it to OVRCameraRig.centerEyeAnchor. If you want it to follow the yaw but not pitch and roll of head tracking, you can use something like OVRPlayerController. See the First Person Example in our SDKExamples package: https://developer.oculus.com/downloads/game-engines/1.3.0/Oculus_Utilities_for_Unity_5_SDK_Examples/
Participant
May 16, 2016
I did do this, but it's not working. Very strange because it works I the unity player screen, but not on the Gear VR headset.
Participant
May 16, 2016
The documentation is garbled, there's several conflicting unity oculus set up guides, and Google prefers showing results for the pre 1.0 integration. So I might have unity set up wrong, but how to fix? I have unity 5.3.4f1, oculus integration 1.0+, I (think) it's 1.1 but there are so many I tried, i just know it's 1.0+. Then i copied posted new files into UNITY/.../Oculus folder for all the Win86, and other folders. Restarted unity. Now, where did i go wrong?
Inspiring
May 16, 2016
These are the two files you should use:
https://developer.oculus.com/downloads/game-engines/1.3.2/Oculus_Utilities_for_Unity_5/
https://developer.oculus.com/downloads/game-engines/1.3.2/OVRPlugin_for_Unity_5/

The Oculus Integration is for Unity 4 and is no longer recommended to use.
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Inspiring
May 16, 2016
it works I the unity player screen, but not on the Gear VR headset.

What does? If you open the First-person example I pointed you to, it works the same on Rift and Gear VR.

Participant
May 20, 2016
Thanks cybereality, those worked:)
Participant
May 20, 2016
So, how long does app submission usually take?
Participant
May 20, 2016
and thanks vrdaveb, I got the weapon working with head tracking:)  ..and yes, how long does app submission usually take?
Inspiring
May 20, 2016
Unfortunately it can take several weeks to get an app submitted.
Participant
May 21, 2016
Okay.  So I've kept UI very simple, there's simply a text with image connected to Canvas, out about three VR meters from first person view, says "shoot to start", with image showing basic gamepad controls.  I didn't feel a full menu was a great option in VR.  Keeping it simple feels more "real"... what do you think about this?  I don't want to get a reject for going simple..