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Tried to use it with Oculus Quest (which uses the same OVR SDK), but it was super frustrating.
There was no support in the editor (I would expect to use FPS movement controls in the editor, like in VRTK), but you're just stuck with a floor level camera...
I tried to build the project and run it on the quest, and also, stuck at floor level on the Camera.
I moved the NVRPlayer->Head game object up and that worked, but nothing I tried enabled the hands or any kind of controller support (let alone joystick movement...) -- I even tried dragging the sphere prefab in, and nothing worked. 🙁
Also I would expect it to detect my height and use that properly (or at least use the height of the prefab robot guy).
The text was updated successfully, but these errors were encountered:
I just got hit by this:
at NVRPlayer.cs:270 replace if (UnityEngine.XR.XRDevice.model.IndexOf("oculus", System.StringComparison.CurrentCultureIgnoreCase) != -1)
with if ((UnityEngine.XR.XRDevice.model.IndexOf("oculus", System.StringComparison.CurrentCultureIgnoreCase) != -1) || (UnityEngine.XR.XRDevice.model.IndexOf("quest", System.StringComparison.CurrentCultureIgnoreCase) != -1))
Tried to use it with Oculus Quest (which uses the same OVR SDK), but it was super frustrating.
There was no support in the editor (I would expect to use FPS movement controls in the editor, like in VRTK), but you're just stuck with a floor level camera...
I tried to build the project and run it on the quest, and also, stuck at floor level on the Camera.
I moved the NVRPlayer->Head game object up and that worked, but nothing I tried enabled the hands or any kind of controller support (let alone joystick movement...) -- I even tried dragging the sphere prefab in, and nothing worked. 🙁
Also I would expect it to detect my height and use that properly (or at least use the height of the prefab robot guy).
The text was updated successfully, but these errors were encountered: