Hello,
I am wondering what exactly is happening when the proximity sensor detects that the helmet is worn or not in terms of an Unreal application. Is the oculus service just turning of the screen while the application keeps running in the background? That seems to be the case, because if I use the touch panel and then put on the helmet I can see the results of the input I entered while not wearing the helmet. But I am not sure if it is just the android inputs that are still coming trough but the application or service entered some kind of different state (like a pause or a hibernation), or if it is the whole application running and the screen is just off.
On the other hand, I wish to confirm that if there is any kind of pause or state changing in the application, we can detect and control this state, ej: go to a pause menu if you take of the helmet and disable touch events. Or if we can detect if the screen is off. Any way of detecting if the helmet is actually being used and make decisions based on that.
I thing it would be ideal if we could have access to the information of the proximity sensor, either directly as if it was one input more, or trough a state or function that ran automatically when the helmet was off (or the screen was off), even if we cannot see the sensor explicitly from within Unreal. If it is not currently possible, I would kindly ask to make a feature request, because I can think of many use cases where this would be extremely useful.
Does anyone have more information on this subject? Thank you very much.