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Possible GearVR feedback mode?

Discussion in 'AR/VR (XR) Discussion' started by jldevoy, Jun 28, 2017.

  1. jldevoy

    jldevoy

    Joined:
    May 2, 2014
    Posts:
    33
    Can Unity add a feedback mode that installs a simple app to the gearvr to feedback the motion and controller info back into the Unity editor so games can be tested there instead of having to deploy all the time? The GearVR isn't bad but the workflow for it is atrocious.
     
  2. SiliconDroid

    SiliconDroid

    Joined:
    Feb 20, 2017
    Posts:
    302
    We've got that feature for daydream now. Maybe it will be available for GearVR in future unity release?

    But before it was available I made a script that allowed inputs to be synthesized with different key/mouse combos:

    Holding ALT will map mouse to HMD pitch/yaw.
    Holding Z key and moving mouse will adjust pitch/yaw of controller rotation.
    Holding X will map mouse to being like thumb on controller pad, mouse buttons map to controller touch_click and app button. etc.

    Despite daydream having controller pass through to editor I still find myself using my bodged up synthesis stuff for most dev.
     
  3. jldevoy

    jldevoy

    Joined:
    May 2, 2014
    Posts:
    33
    In their wisdom Samsung decided the S7 wouldn't get DaydreamVR, also to push S8 sales no doubt.
     
  4. greggtwep16

    greggtwep16

    Joined:
    Aug 17, 2012
    Posts:
    1,546
    The asset in my signature emulates the controller in editor via mouse/keyboard. Oculus has stated that they did not create a phone emulation app like daydream did.

    I'm also currently in progress on a cross platform (daydream/gearvr) mobile VR product. In that one if the daydream sdk is installed the daydream emulator app actually works for gear vr as well. It's in beta now but hopefully will be on the store in about a month.

    As far as Unity goes they usually put things like this into Unity remote but it usually takes some time. When they added Apple TV remote support it was about a year and a half after release.