04-08-2022 11:55 AM
I want to develop an app using Spectator Mode in Quest2.
For now, I built the Oculus Integration sample scene, Oculus/VR/Scenes/SpectatorMode.unity, and ran it on Quest2. However, the video cast to my smartphone did not switch to Spectator Mode when I pulled the trigger on the controller.
Upon investigation, I found that the following code in UpdateSpectatorCameraStatus() in OVRSpectatorModeDomeTest.cs is not working.
if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger) || OVRInput.GetDown(OVRInput.Button.SecondaryIndexTrigger))
{
camMode = OVRPlugin.Media.GetPlatformCameraMode();
if (camMode == OVRPlugin.Media.PlatformCameraMode.Disabled && readyToSwitch)
{
OVRPlugin.Media.SetMrcFrameImageFlipped(false);
OVRPlugin.Media.SetPlatformCameraMode(OVRPlugin.Media.PlatformCameraMode.Initialized);
StartCoroutine(TimerCoroutine());
}
if (camMode == OVRPlugin.Media.PlatformCameraMode.Initialized && readyToSwitch)
{
OVRPlugin.Media.SetMrcFrameImageFlipped(true);
OVRPlugin.Media.SetPlatformCameraMode(OVRPlugin.Media.PlatformCameraMode.Disabled);
StartCoroutine(TimerCoroutine());
}
}
In particular, I found that OVRPlugin.Media.SetPlatformCameraMode(OVRPlugin.Media.PlatformCameraMode.Initialized); in this is not working. GetPlatformCameraMode() should be "Initialized". However, in reality, it remains "Disabled".
Is this a bug? Or am I doing something wrong?
My development environment
Unity2020.3.28f1
OculusIntegration v38.0
OVRPlugin 1.69.0
I have a whole set up for developing for Quest2 in Unity.
03-20-2023 09:05 AM
Same issue here. Any news on this?
This worked fine before the Meta OS upgrade to v49.
We tested in Unity 2020.3.33 and Unity 2021.3.19
Oculus Integration versions tested: 39, 49 and 50