I’d like to upgrade to 5.1 and to use the new native support for Oculus. However, my use case requires raw accelerometer data. It doesn’t look like this is exposed anywhere from what I can tell. I see there is some sort of native pointer:
However, there is no documentation on how to actually cast the IntPtr to an Oculus data structure / function and use it. Any guidance you could give here would be appreciated. I pretty much can’t take advantage of the native optimizations until I figure out how to get the sensor data. I’m sure there are probably other developers in the same situation.
Oculus is planning on releasing a set of utilities that exposes the data that Unity 5.1 currently does not. This is happening in the next 2 weeks, but I don’t know the exact date.
And thanks for bringing up the missing pieces that are important to you, it’s useful for our future planning of Unity VR.
Hmm… I don’t see anything in that link for actually downloading utilities from Oculus? It looks like it just recommends using patch p3?
I have had similar desire – to use angle of head to apply some force (steering)… I tried VR.InputTracking, but unsuccessfully. For right now, I am trying a workaround based on the eulerAngles of the camera (since it rotates along with head, and is 90 Z at full-left-tilt and 270 at full-right), but that wouldn’t work for all cases…
Weird, now that’s all I see… bizarre, not where the link took me earlier?
EDIT: Doh! It skipped the actual link at top and jumped to Release Notes. Okay, it was the right page. I’ll hold onto this in case I need it (which I probably will, since getting sensor info seems to be lacking from Unity’s native support)