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Oculus Go inputs

Discussion in 'VR' started by avonamal658, May 27, 2019.

  1. avonamal658

    avonamal658

    Joined:
    Aug 3, 2018
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    9
    Hello!
    I am developer and use Oculus Rift with Unity 3d.
    Now I am going to get Oculus Go.
    How is it possible to programming of Oculus Go input (with remote)? Where I may found any information about that?
     
  2. Tibor0991

    Tibor0991

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    Dec 11, 2016
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    The Oculus Go remote is already mapped in the OVR Plugin, check Oculus' documentation for the button names you'll have to query; also if you already have a Rift your right hand controller should automatically emulate the Oculus Go remote.
     
  3. avonamal658

    avonamal658

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  4. Tibor0991

    Tibor0991

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    avonamal658 likes this.
  5. StayTalm_Unity

    StayTalm_Unity

    Unity Technologies

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    May 3, 2017
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    If you look at this chart in this manual page: https://docs.unity3d.com/Manual/xr_input.html
    The Oculus Go uses the same input mappings as GearVR, and so you can use either the InputManager or new in 2019.1 InputDevice APIs to get various buttons and tracking data.
     
  6. Schneider21

    Schneider21

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    Word of caution, @avonamal658: I have two Oculus Gos, and both of them have issues with the touchpad. The coordinates are unreliable half the time, and don't even register values when you're touching near the top of the pad. It seems to be a common issue that Oculus has yet to even acknowledge, let alone address.
     
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  7. avonamal658

    avonamal658

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    Aug 3, 2018
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    Thank you very much!
    Does it mean that the VR application what I have built for Gear VR will work with Oculus Go?