ITNoetic
(ITNoetic)
May 19, 2020, 5:28pm
3978
You don’t need to disable the steamvr plugin to package for quest, the only nodes of mine being used that reference steamvr have compile flags that run blank logic on android platforms. So you can package and test on it freely as is.
If you were looking to go beyond just packaging for quest and wanted to launch for the oculus store, then yes, you will have disable the OpenVRExpansionPlugin as well and bypass the nodes in the big red box in the character event graph, Oculus doesn’t allow any trace of steamvr in their store depots.
Then again, you shouldn’t be trying to use the template character as is on quest anyway, a lighter weight one would be better off since that one shows so much additional logic.
Thanks for the help. I just wanted to try it out on Quest. It ran like crap whenever I wasn’t facing a wall with nothing behind it, and it crashes the HMD after a few minutes, but it definitely works.