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VRC.Mobile.Input.1 fail for GearVR

Discussion in 'AR/VR (XR) Discussion' started by conan222, Sep 25, 2019.

  1. conan222

    conan222

    Joined:
    Dec 15, 2018
    Posts:
    26
    Hi All,

    I'm one failure away from launching my first OG/GearVR app and have got myself completely stumped :-(


    Technical Review Test Results after submitting to Oculus

    VRC.Mobile.Input.1 fail

    Overview

    If the app cannot be used without an external input device (e.g. gamepad or 3DOF controller), and no input device is detected when the app starts up, the app must warn the user to connect the necessary device.

    Result

    The application does not warn Gear VR users that an external input device is required when one is not connected.

    ********************


    I'm using Unity 2019.1.6f1 and also an asset called Easy Input for Gear VR and Oculus Go

    I asked the developer of Easy Input but unfortunately the only reply on the subject was

    'You can query EasyInputHelper.touchdevice'



    I found some code online that appears to be in the same area for the GearVR

    Code (CSharp):
    1. // returns true if right-handed controller connected
    2. OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote);

    Is there anything I can add to this code to make the query and display a message to the user if there's no left hand or right hand controller detected? The app needs a controller to work as I couldn't use the gaze option as a backup without seriously spoiling the experience.

    The Oculus Go works fine as it incorporates the controller automatically.

    Thanks for your time.


    Andrew
     
  2. conan222

    conan222

    Joined:
    Dec 15, 2018
    Posts:
    26
    No reply at all? :(