12-25-2015 05:38 PM
01-05-2016 07:06 AM
01-05-2016 08:55 AM
01-06-2016 08:10 PM
01-06-2016 08:35 PM
01-22-2016 01:42 AM
"vrdaveb" wrote:
We are working with Unity on a plan for reconciling the Utilities and their new VR samples. There is nothing to announce yet, but you are free to modify both.
02-12-2016 10:30 PM
02-13-2016 10:35 AM
02-16-2016 12:59 AM
02-16-2016 01:41 AM
02-17-2016 12:34 AM
"conz" wrote:You mean OVRPlayerController? Sounds like dead zone is too tight for your controller. In a future release, we're planning to increase it a little to prevent this. In the meantime, can you change the 0.15f dead zone in OVRInput.cs to 0.2f?
I have troubble with the OVR Character controller. In some cases it starts to rotate very slow vertically
"conz" wrote:It sounds like you're using the sample VR UI project from our blog (https://developer.oculus.com/blog/unity ... tem-in-vr/). That isn't part of the Utilities, it's a drop-in replacement for the usual mouse-driven input modules in UGUI. It implements Unity's GraphicRaycaster interface, which returns all hits in sorted order. This is more flexible than Physics.Raycast and Unity probably needs it for a number of corner cases in their UI logic.
Why does the GazePointer use RaycastAll and sort the result?
"conz" wrote:OVRInput is designed to be similar to UnityEngine.Input, which drives the undocumented CrossPlatformInput class's StandaloneInput back-end. Unity prefers not to include any Oculus-specific code in their Standard Assets, but we are still working with them to expose this in a cross-platform way.
The OVR Input solution is properitary and doesn't depend on the Unity "CrossPlatformInput", what makes it really annoying to change the controller settings.
"conz" wrote:Which logic is that?
I'm not convinced by the mouse pointer logic in the OVR Input.
"conz" wrote:I'm unable to reproduce this. What Unity version and Utilities version are you using? What is the warning? Is it in OVRInput.cs or OVRInputModule.cs?
- The OVR-Input throws a compiler warning, for using deprecated code.
"conz" wrote:Sorry, but I need more detail to understand what is wrong here. Can you describe what part of the workflow is too complicated and how you would like it to change?
The OVR Utilities are a little bit over complicated and not really following the classic Unity style. I would welcome a deeper cooperation between Oculus and Unity here.