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Detecting Oculus HMD is removed

L4Z3RC47L4Z3RC47 Posts: 17 Oculus Start Member
While running and with an Oculus HDM attached does anyone know of a way to detect if the user/player has removed the headset? I'm trying to setup a script to trigger rendering on screen instructions to the desktop display and then reload the scene once a new player puts the headset on to restart the experience in a multi user scenario.
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  • TedBrownTedBrown Posts: 4
    NerveGear
    I have tested this in editor (along with VrFocusAcquired and VrFocusLost), and it works fine.

    But it does not work in my build.

    I'm running 5.4.0p2 with OVR 1.7 and Utilities 1.7

    Is this a bug? Or is there a setting I'm missing?
  • delphinius81delphinius81 Posts: 297
    Nexus 6
    The last build I made where I know that this worked was Unity v5.4.0p1, Oculus Utilities v1.6.0, OVRPlugin v1.6.0. I haven't tried a build using 1.7 utilities/plugin.
  • CorstiaanCorstiaan Posts: 2
    NerveGear
    Has anyone managed to get this (or any other method for that matter) to work? Whatever I do, if user takes off the HMD, screen goed black, Unity goes suspend and there's nothing I can do about it??
  • L4Z3RC47L4Z3RC47 Posts: 17 Oculus Start Member
    edited April 2017
    @Corstiaan
    @imperativity

    You need to set the internal static bool "runInBackground" to true inside the OVRManager script 
  • OmicronworksOmicronworks Posts: 2
    NerveGear
    You can use the isUserPresent instance from the Oculus Utilities. We have created a package which includes different analysing tools for the GearVR and the Cardboard. https://www.assetstore.unity3d.com/en/#!/content/97173
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