Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Expose IPD value for supported SDKs #1446

Open
thestonefox opened this issue Aug 24, 2017 · 2 comments
Open

Expose IPD value for supported SDKs #1446

thestonefox opened this issue Aug 24, 2017 · 2 comments
Labels

Comments

@thestonefox
Copy link
Member

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.

@bddckr
Copy link
Collaborator

bddckr commented Aug 24, 2017

Actual OpenVR property key name is found here.

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.

@reznovVR
Copy link
Contributor

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); } }

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants