01-23-2018 12:15 PM
01-23-2018 01:18 PM
01-24-2018 10:38 AM
01-24-2018 06:18 PM
paw9k said:
You can get a lot done in Unity in VR without ever importing the Oculus SDK.
Everyone has different needs but given the right app you might not even need to import the Oculus SDK.
For example you can get the position of motion controllers like this:
UnityEngine.XR.InputTracking.GetLocalPosition(UnityEngine.XR.XRNode.RightHand);
It is a bit of a chalenge to read joystick and trigger values with out the Oculus SDK I will say that but it can be done:
https://docs.unity3d.com/Manual/OculusControllers.html
My fantasy would be if Unity got with Oculus and OpenVR and came up with a common Unity specific api that worked for both so we wouldn't need to import either SDK and just toggle some check boxes in the Unity player settings.
I guess where I'm going with this is if there was going to be a bare bones SDK made up I think improving what Unity exposes as a minimum SDK to support VR would be more attractive to me.
01-24-2018 09:44 PM
01-25-2018 01:49 PM
imperativity said:
Hi,
I have passed this feedback along to our integrations team for their input.
EDIT: Can you confirm that you are not using the Unity Sample Framework? The Utilities for Unity package should be what you are looking for.
01-25-2018 01:49 PM
imperativity said:
Hi,
I have passed this feedback along to our integrations team for their input.
EDIT: Can you confirm that you are not using the Unity Sample Framework? The Utilities for Unity package should be what you are looking for.
01-25-2018 08:29 PM