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Oculus Home - Trigger Non-VR Version

MolluskJesse
Explorer
When we setup our game in the My Apps section of the Oculus Developer portal, it asked the question of whether our game supports a Non-VR mode. Our game does, but right now we're having trouble finding information regarding how Oculus would like to see Non-VR support handled. 

Does Oculus want the game to switch between Non-VR & VR modes automatically when the headset is removed? Does Oculus want there to be an option in the game's menu system? 

Right now, we lean towards a methodology where the game is put into its VR or NonVR mode at start. Is this something that can be supported through Oculus Home, having multiple ways of "starting" a game? For example, can we have different launch options apply different command line arguments to the base executable? 
3 REPLIES 3

MolluskJesse
Explorer
We found the information we were looking for when we went to upload our build. We saw in the Build Dashboard that we could define command line arguments for our game to trigger the VR or Non-VR mode. It seems a little strange that the only place we can find information about these options was by going into the actual build process. Still, we found the answers we needed and I'm sharing the information here for anyone that comes looking. 

charlesod
Explorer
Mollusk, are those exe command line arguments posted in any development docs available to the general public?

MolluskJesse
Explorer
Well, the command line arguments depend on the engine you are using. Our game is in Unity, and though Unity doesn't have documentation for it, there is a command line argument you can use to force a VR enabled Unity game to run in Desktop mode. The command line arguement is "-vrmode none".