Hello everyone. I am new to VR developing and I came across a very specific situation in which I have no idea on how to solve.
I am developing an app that requires two displays (a screen and a VR device). The one with the screen will posses a UI interface for the user to control on what is shown within the VR device. (See image below).
The thing is, that when the “XR Device Simulator” GameObject is enabled, I cannot click on the UI elements of display 2 because the Input system changes to receive the input from the simulation of the VR headset. I discovered that if I disable the GameObject “XR Device Simulator”, the UI interaction now works, but of course, the simulation doesn’t.
Is there a way to enable both input system to maintain the headset working and also being able to interact with the UI on the display below?
On top of the question I did above, I want to ask if it is possible to do what I said of using two displays. One on the VR and the other on a monitor. And also, if it would work with Standalone VR (Occulus Quest) or only with a PC VR (Occulus Rift).
As of now, I can’t test it correctly because I don’t have a VR device, so I want to know all of the issues I might face!
Try to remap the controlls to different keyboard keys. So one set controlls the VR headset and the other the PC player.
I personally think doing this on Quest would be very hard if it is 1 application (that would need to stream input, video and audio). It would be easier if you make it an online multiplayer game and simply have the pc player play on the monitor and the VR player as VR
@DevDunk I just tried to remap the controls as you said, but It didn’t work. Don’t know if I am missing something.
As for the second part, I was actually thinking of something simpler - without the need for multiplayer, because in my use case, I can’t guarantee that the user will always have a network available. It doesn’t have to be on the Quest, It can be a tethered VR that uses both displays (thought cable). Do you think that’s possible?