How different is this to developing for the Oculus headset?

posted to: Using Button Inputs
  • Jonathan Gonzalez(jgonzalez) replied

    It really depends on the mechanics you plan to include in the game. I don't have experience using the motion controllers for the Oculus rift, but there is documentation on how to utilize Oculus Rift inputs here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/


  • mseddon replied

    Running through this tutorial with Oculus using SteamVR here.

    SteamVR allows you to use the SAME api to use the events- without needing to use the OVR api at all! (To make this work correctly, ensure OpenVR is enabled, disable Oculus support in your project settings)

    In this example, the Oculus behaves slightly different for the trigger.  The Touch/Up/Down activate when the capacitive sensors on the trigger detect your finger is in CONTACT with the trigger, without needing to press it.  GetPress/Up/Down fire when they are pressed.

    Not all buttons (e.g. the Grip) have capacitive sensors, and SteamVR will never register Touch/Up/Down on the Grip.  You will however see GetPress events on it.

    Hope this helps!