SteamVR Developer Hardware

SteamVR Developer Hardware

Whirligig Mar 4, 2016 @ 4:28am
Disabling SteamVR for Oculus SDK in Unity
I've recently converted my App to work with SteamVR using the plugin but would like a way to auto detect whether an Oculus is plugged in and if so destroy the SteamVR element to use Unity's build in VR. Is this possible and if so how would I go about it.

Anyone have experience with this. I'd really like not to maintain two different builds.

Cheers

Phil
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Showing 1-3 of 3 comments
Bangerman Mar 4, 2016 @ 4:57am 
Build the application with VR enabled and if VRSettings.enabled is true you have an oculus plugged in.
Whirligig Mar 4, 2016 @ 6:17am 
I have got the VRSettings enabled but when the build runs it boots up the SteamVR and uses the Oculus with the SteamVR instead of the Unity VR. Or at least thats what it appears to do.
Whirligig Mar 9, 2016 @ 7:24am 
I've experimented now and found you were right. I forgot that the steam recommended settings turned off the vr.

I did run into some issues though. Firstly if I had some of the Vive prefabs active in the project and ran it with VR on it crashes Unity. So I had to have them disabled and activate them if I needed them for the SteamVR build. Secondly if I have the VR at start you can't then enabled the SteamVR if you detect StreamVR presence or whatever. Basically it just means I continue to have two versions. However it does mean that the only difference is to switch on the VR and a boolean I've set that disables the SteamVR stuff.

So I think I have to some extent a solution. Thanks for your help :)
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Showing 1-3 of 3 comments
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Date Posted: Mar 4, 2016 @ 4:28am
Posts: 3