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sh0v0r
Up and Coming
October 30, 2013

Where does the Config Tool store its data?

I've been holding off on integrating 0.25 into Lunar Flight over concerns about the removal of the manual calibration. My feelings about this is that there are a lot of people who bought a Rift just to play with and not actually develop with and the Config Tool can only be acquired by downloading the SDK.

Lunar Flight currently has a built in Calibration setup when you start it but it must be done every time.

What I want to do is check for the calibration data and notify the user that they should calibrate before playing the game.

So where is it stored or how can I check that calibration data has been loaded?
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    11 replies

    Up and Coming
    October 30, 2013
    On Windows the config tool will store data in "C:\Users\%USERNAME%\AppData\Local\Oculus"

    I'm pretty sure that it's fine to include the config tool with your project when distributing it.
    sh0v0r
    sh0v0rAuthor
    Up and Coming
    October 30, 2013
    "boone188" wrote:
    On Windows the config tool will store data in "C:\Users\%USERNAME%\AppData\Local\Oculus"

    I'm pretty sure that it's fine to include the config tool with your project when distributing it.


    Cheers, although there must just be a simple way to check the OVRDevice to see if it has loaded calibration data. I wouldn't need to check the file myself then.
    Up and Coming
    October 30, 2013
    Lunar Flight is using Unity, correct? If so, you can check if the user has calibrated by checking this on startup:
    OVRDevice.IsMagCalibrated(0) && OVRDevice.IsYawCorrectionEnabled(0)


    OVRDevice.IsMagCalibrated(0) will tell you if the user has went through the calibration process using the config tool.

    OVRDevice.IsYawCorrectionEnabled(0) will tell you if the user has enabled/disabled yaw correction using the config tool.

    If either of these are false, you can warn the user that she should go through the calibration process and enable yaw correction.
    Inspiring
    October 30, 2013
    We are considering releasing the Config Tool as a stand-alone app, but seeing as the developer kit is intended for developers it made sense to package it with the SDK.
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    sh0v0r
    sh0v0rAuthor
    Up and Coming
    October 30, 2013
    "boone188" wrote:
    Lunar Flight is using Unity, correct? If so, you can check if the user has calibrated by checking this on startup:
    OVRDevice.IsMagCalibrated(0) && OVRDevice.IsYawCorrectionEnabled(0)


    OVRDevice.IsMagCalibrated(0) will tell you if the user has went through the calibration process using the config tool.

    OVRDevice.IsYawCorrectionEnabled(0) will tell you if the user has enabled/disabled yaw correction using the config tool.

    If either of these are false, you can warn the user that she should go through the calibration process and enable yaw correction.


    Awesome thanks, thats precisely the answer I was looking for! :)
    sh0v0r
    sh0v0rAuthor
    Up and Coming
    October 30, 2013
    "cybereality" wrote:
    We are considering releasing the Config Tool as a stand-alone app, but seeing as the developer kit is intended for developers it made sense to package it with the SDK.


    Yeah, I understand the thinking behind it. It's just a worry that people will ended up having a poor experience and not know why and think less of the experience. But I've got the answer I needed so I can make people aware of it if the calibration isn't set.
    Up and Coming
    October 31, 2013
    "sh0v0r" wrote:
    "boone188" wrote:
    Lunar Flight is using Unity, correct? If so, you can check if the user has calibrated by checking this on startup:
    OVRDevice.IsMagCalibrated(0) && OVRDevice.IsYawCorrectionEnabled(0)


    OVRDevice.IsMagCalibrated(0) will tell you if the user has went through the calibration process using the config tool.

    OVRDevice.IsYawCorrectionEnabled(0) will tell you if the user has enabled/disabled yaw correction using the config tool.

    If either of these are false, you can warn the user that she should go through the calibration process and enable yaw correction.


    Awesome thanks, thats precisely the answer I was looking for! :)

    My pleasure. Glad to hear you got the answer you we're looking for and can upgrade.
    Up and Coming
    January 4, 2014
    Sorry to get beside the point but are there plans to release the source code to the config tool, or just offer it as a unity package? I would much prefer offer calibration to the user through my projects config menu, so that if they want to recalibrate or switch profiles, I can allow them to do so through my own menus, and also be able to load the calibration scene in game
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    Inspiring
    January 4, 2014
    "ssshake" wrote:
    Sorry to get beside the point but are there plans to release the source code to the config tool, or just offer it as a unity package? I would much prefer offer calibration to the user through my projects config menu, so that if they want to recalibrate or switch profiles, I can allow them to do so through my own menus, and also be able to load the calibration scene in game


    Not a bad idea to be able to get access to the list of stored profiles and be able to select one other than the default.

    Slippery slope as this sort of thing might lead us to request more and more features not Rift-related, like the current user's friend list or something. :)
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    Up and Coming
    January 4, 2014
    Engine integration might be a little tricky, but it would be ideal if the SDK had an api that launched the interactive config utility, and notified you when it is closed, while handling the exclusive driver access handoff.

    As a user I would want my first experience to be plug in rift -> launch game with rift on -> see notification that I need to set my IPD and magnetic calibration -> do all of that without leaving VR -> play game.