Hi, I'm trying to program an experiment in Oculus Quest, but I'm unable to get the controller inputs with OVRInput. This is my first time developing in Oculus Quest and I don't have a lot of experience with Unity, so pardon my long post.
I'm using Unity 2018.4.26f1 and I imported the latest oculus integration in the asset store.
And here's what I did:
1. Added OVRCameraRig to the Hierarchy. The only other item in the Hierarchy is my Text GameObject (called 'Instructions'). 2. I wrote a test script (included below) to test OVRInput, and I was hoping that the GameObject would disappear when I press a button or pull a trigger on one of the controllers.
3. The Text GameObject is defined in the Inspector public field and these are my OVRmanager settings:
4. I followed the Build settings in the oculus documentation e.g., switch platform to Android, set texture compression as ASTC, and I chose Oculus Quest for the 'Run device' option. 5. In player settings, under XR settings, VR supported was chosen and I selected V2 signing (Quest) under the Oculus SDK. 6. Also in player settings/other settings, API level 25 ('Nougat') was chosen. 7. Then I hit 'Build and run' and I do see my GameObject in the headset. 8. I tried various OVRinput commands, made sure I included OVRUpdate, added extra lines recommended in Unity forums, e.g., OVRTouchSample (lines 4).
But I can't seem to get the Text GameObject disappear when any button is pressed or when the trigger is pulled. I feel like I'm missing something basic (maybe?), would be great if someone could enlighten me. I've ran out of ideas.