How to DETECT if : VR Controller or gamepad is Connected? — Oculus
Welcome to the Oculus Developer Forums!

Your participation on the forum is subject to the Oculus Code of Conduct.

In general, please be respectful and kind. If you violate the Oculus Code of Conduct, your access to the developer forums may be revoked at the discretion of Oculus staff.

How to DETECT if : VR Controller or gamepad is Connected?

GRADGRGRADGR Posts: 41 Oculus Start Member

  • If the app cannot be used without an external input device (e.g. gamepad or 3DOF controller), and no input device is detected when the app starts up, the app must warn the user to connect the necessary device.
  • - if your app requires a VR Controller or gamepad but it isn't connected at app launch, present a notification that no gamepad is detected and that it’s required to use the app.
This is the response from Oculus Team, is anyone aware of how can we Detect those in BPs?

Thank you!

Answers

  • Onionman77Onionman77 Posts: 20 Oculus Start Member
    You can use checks like this
     OVRInput.IsControllerConnected (OVRInput.Controller.RTrackedRemote) 

    OVRInput.IsControllerConnected (OVRInput.Controller.LTrackedRemote)

     OVRInput.IsControllerConnected (OVRInput.Controller.Gamepad)

  • GRADGRGRADGR Posts: 41 Oculus Start Member
    Is this kind of check implemented with Blueprints?
  • aussieburgerVRaussieburgerVR Posts: 202 Oculus Start Member
    GRADGR said:
    Is this kind of check implemented with Blueprints?
    Use the node: "Is Device Tracked"
  • GRADGRGRADGR Posts: 41 Oculus Start Member
    I ve seen this node, should this be included for both L+R Motion Controllers? and how to Detect a Gamepad?
    Thank you!
Sign In or Register to comment.