Does the Gear VR controller really require all this overhead?

I’m wondering if there is an easier way to add in gear vr controller support without all of the overhead from the demos/prefabs?

From what I’m understanding, most of what’s happening is in the two scripts OVRCameraRig and OVRManager? When checking the demo for the Gear VR controller out, it adds in left eye anchor, right eye anchor etc etc… Are all of these game objects necessary?

I want to keep my project to a single main game camera only, I’ve been trying to keep with that design.

For input, OVRmanager is required for some parts of the controller. The Unity API can give you some functionality between inputtracking and the normal Unity input API, but not everything. If you need it all then there is no way around OVRmanager.

On the camera rig side you can recreate this on your own rig, or even without using a camera with both eyes. It was sufficient for my needs with the caveat that I don’t have to heavy of game scenes.

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Alright, great. I don’t have my controller with me at the moment, but I will try deleting all of the eye cameras and just keeping in the controllers…I think that should work. Thanks