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If Oculus doesn't provide an event for changes I vote to find a place we already run per-frame logic in already and poll + emit our own event on changes.
What are the use cases for getting the ipd or whats the original reason for creating this issue? mainly due if an event is required or is a generic function to get the value enough.
I quickly checked the Oculus implementation and its something that you would not want to check per frame :(
public float ipd { get { return Vector3.Distance (OVRPlugin.GetNodePose (OVRPlugin.Node.EyeLeft, OVRPlugin.Step.Render).ToOVRPose ().position, OVRPlugin.GetNodePose (OVRPlugin.Node.EyeRight, OVRPlugin.Step.Render).ToOVRPose ().position); } }
It seems that SteamVR and Oculus both expose the current IPD setting on the headset.
https://github.com/ValveSoftware/openvr/blob/5d0574bf6473130d25dd296ad30206ccd148590b/headers/openvr_api.cs#L3436
(Oculus OVRPlugin.ipd)
It could be a call on the SDK_Headset script.
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