Answered I wonder what isOVR and isOpenVR are.

Feel

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There are isOVR and isOpenVR in SuperController.singleton, I wonder what they mean.

At first, I thought that isOVR informs me of the VR environment.
However, some users do not seem to have this value working properly.
And there is also a value called isOpenVR, but I wonder what it is.
In my VR environment, the value comes out as false.

Also, are isOVR and isOpenVR supported only in the latest version of VaM?
 
i use this to detect if it's vr, dunno if it's correct but seems to have worked so far
XRSettings.isDeviceActive && !string.IsNullOrEmpty(XRSettings.loadedDeviceName)

OVR is oculus's library and openvr is steam I think. If you're using isOVR it probably detects just oculus headsets
 
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i use this to detect if it's vr, dunno if it's correct but seems to have worked so far
XRSettings.isDeviceActive && !string.IsNullOrEmpty(XRSettings.loadedDeviceName)

OVR is oculus's library and openvr is steam I think. If you're using isOVR it probably detects just oculus headsets

I am using Oculus.
But I get the opposite information.

VR environment test (SteamVR)
isOVR = true
isOpenVR = false

When I searched, Unity said that it was possible to check the following, so I am trying it. do you know anything
"UnityEngine.XR.XRDevice.isPresent"
 
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you can also look at how vam is doing it:

C#:
protected void DetermineVRRig()
{
    Application.targetFrameRate = 300;
    if (VRDisabled)
    {
        SetMonitorRig();
        return;
    }
    string loadedDeviceName = XRSettings.loadedDeviceName;
    Debug.Log("XR device active is " + XRSettings.isDeviceActive);
    Debug.Log("XR device present is " + XRDevice.isPresent);
    Debug.Log("Loaded XR device is " + loadedDeviceName);
    Debug.Log("XR device model is " + XRDevice.model);
    Debug.Log("XR device refresh rate is " + XRDevice.refreshRate);
    if (!XRSettings.isDeviceActive || loadedDeviceName == null || loadedDeviceName == string.Empty)
    {
        SetMonitorRig();
    }
    else if (loadedDeviceName == "Oculus")
    {
        SetOculusRig();
    }
    else
    {
        SetOpenVRRig();
    }
}
 
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you can also look at how vam is doing it:

C#:
protected void DetermineVRRig()
{
    Application.targetFrameRate = 300;
    if (VRDisabled)
    {
        SetMonitorRig();
        return;
    }
    string loadedDeviceName = XRSettings.loadedDeviceName;
    Debug.Log("XR device active is " + XRSettings.isDeviceActive);
    Debug.Log("XR device present is " + XRDevice.isPresent);
    Debug.Log("Loaded XR device is " + loadedDeviceName);
    Debug.Log("XR device model is " + XRDevice.model);
    Debug.Log("XR device refresh rate is " + XRDevice.refreshRate);
    if (!XRSettings.isDeviceActive || loadedDeviceName == null || loadedDeviceName == string.Empty)
    {
        SetMonitorRig();
    }
    else if (loadedDeviceName == "Oculus")
    {
        SetOculusRig();
    }
    else
    {
        SetOpenVRRig();
    }
}

thank you so much!!!
 
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