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Is there a guide on adding laser and reticle for Oculus Go app in Unity?

Tried following https://developer.oculus.com/blog/adding-gear-vr-controller-support-to-the-unity-vr-samples/, but the scene used in it is not part of Oculus Essentials for Unity anymore apparently, besides, some parts of it (like making line renderer a child of CenterEyeAnchor) made little sense.
So far I tried making line renderer a child of TrackedRemote (which is a child of RightHandAnchor) but it resulted in line coming from the center of camera for some reason.


  • shawnfromportlandshawnfromportland Posts: 8
    Brain Burst
    @imperativity I follwed the blog examples and implemented a laser pointer on my oculus go controller using OVR Pointer Visualizer. I want to make the laser pointer end at the point it collides with any collider. I am finding this very challenging. have you attempted a version like that? the OVR Pointer Visualizer uses the Ray datatype which has an infinite length, so I'm not seeing any pre-made solutions in the example files in the documentation or the blog that will help me with a colliding laser raycaster. 

  • JacksonGordonJacksonGordon Posts: 138
    edited February 2019
    this one is pretty robust - https://developer.oculus.com/blog/easy-controller-selection/

    this one is more specific to what you are asking about - https://developer.oculus.com/blog/teleport-curves-with-the-gear-vr-controller/

    There is a laserPointer.cs script built into crossVR manager, which was very handy after slight modification.  IIRC for most things where it wants a "camera" we put it on the controller of origin for the raycast/"laser."
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