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I made some changes to the OculusSDK and want to used the updated version with Unity. Do I need to rebuild OculusPlugin.dll somehow? The current SDK solution only appears to build static libraries.
Yes. The Unity integration uses a DLL, and we have not released the source for this project. I guess you could create the DLL yourself, but you would need to make sure the interface was exactly the same if you want to just drop it in. Not sure what the best path would be here.
Yes. The Unity integration uses a DLL, and we have not released the source for this project. I guess you could create the DLL yourself, but you would need to make sure the interface was exactly the same if you want to just drop it in. Not sure what the best path would be here.
Perhaps DLL injection, if you know which functionality to hijack.
Both cybereality and myself have experience writing Windows DLL injection code, but you need to do some of your own research before either of us can help answer your technical questions.
I'm not sure it's worth the time to do either right now, though I'd probably go the DLL reimplementation route if anything.
I was planning to replace the magnetometer yaw compensation with Madgwick's AHRS filter, but it is not a critical task yet. I'm hoping Oculus eventually updates the SDK to use something similar, since the current magnetometer fusion code (requiring you to look forward) is not particularly useful for my purposes.
[Edit] This thread should probably be moved to the Unity 4 Integration board.
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PowerColor RX 480 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
You could start here, using Linux "objdump":
How to disassemble Win32 DLLs and EXEs under linux:
http://john.fremlin.de/linux/howto/win32-disassembly.html
Both cybereality and myself have experience writing Windows DLL injection code, but you need to do some of your own research before either of us can help answer your technical questions.
I was planning to replace the magnetometer yaw compensation with Madgwick's AHRS filter, but it is not a critical task yet. I'm hoping Oculus eventually updates the SDK to use something similar, since the current magnetometer fusion code (requiring you to look forward) is not particularly useful for my purposes.
[Edit] This thread should probably be moved to the Unity 4 Integration board.
PowerColor RX 480 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV
It is currently only compiled for windows, mac and linux;
Thanks!