Hi! Not sure what has happened, but I was simly droppping the OVR Player Controller into my scene and it worked right outta the box. INCLUDING, pysics (I have doors with unity hinge joints, it could open them)
But now, although it does bump into colliders, it wont push anything... BUT then I notice, in the console.. all this...
Im 99% certain it wasnt there before... I have reimported the asset to see if it did anything...nope... can some programmery person tell me what its missing here?
Do you have an OVRManager anywhere in your scene? A lot of the OVR* scripts expect that there is an OVRManager to reference. In fact, the error that shows up is on a function call to OVRManager, so most likely that is the problem.
Looks like @delphinius81 is right - you need to add an OVRManager.cs to your scene. You can just drag it onto the same GameObject as your OVRCameraRig or use one of the prefabs. Unfortunately, the error checking in OVRCameraRig isn't great. In the future we'll make this easier to figure out or avoid.
OK, figured out the errors. MY BAD! I was first working on PC with oculus runtime installed.. no errors, but had switch to a mac for the modelling... i guess OVR stuff needs the runtime/sdk installed cos when I installed the Legacy runtime onto the mac the errors went away.
Final question however, is why physics isnt working. Again.. im not 100% sure it ever did, but I think so...
OVRPlayerController is just a script layered on top of Unity's normal character controller. That doesn't respond to physics. You can add a Rigidbody (mark it kinematic!) to have it affect other Rigidbody components in the world.
Hi, Thanks, but, yes, and thats exactly what I have done. I even compared with the Unity Character Controller (the NON rigid body one) I added rigid body to both OVRPlayerController and the Unity standard assets Char Controller . The Unity one opens doors and pushes spheres around, the Oculus one does not... just dont get it!