Comments (1)
Hi @rahb3rt, I think you're referring to the HoverSceneLoader
component. And to answer your question: no, it doesn't do any device-detection. The Hover Demo scenes are setup for you to manually enable the input device that you want to use.
The device-detection itself is fairly simple:
var leapControl = new Controller();
leapControl.StartConnection();
bool isLeap = (leapControl.IsServiceConnected && leapControl.IsConnected);
bool isVive = (VRSettings.loadedDeviceName == "OpenVR");
The check for Leap Motion sometimes needs to wait until Start()
or the first Update()
-- it doesn't always report the connection on Awake()
.
Beyond this detection, the logic becomes very dependent on your app's needs. My Force-Directed Graph VR data-viz project chooses between three different "input" scenes. My EXA: The Infinite Instrument VR music project is more complicated, choosing between Vive or Oculus "input" scenes, then optionally loading Leap Motion support and (if it is present) disabling some-but-not-all of the Vive/Oculus support.
from hover-ui-kit.
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from hover-ui-kit.