I tried the set with a Galaxy 7 and it didn't quite work, the back panel of the S7's frame is curved so it doesn't sit in the headset very well. Whereas the OnePlus X has a flat back which works fine.
I didn't make it into town this week so I couldn't check out Primark's version, i'll try this week.
On the game front, I'm pushing forward with the script code. I've got fpi's loading and running. I'm using a mem-block system, but I've left the implementation such that I can switch to an array based system if memblocks prove unworkable. So far performance is good with hardly any impact on frame rate. I've still got a ream of actions and conditions to implement, but I'm just adding a little bit at a time and testing each bit to make sure the correct effect is being generated. So far I've just got the following elements:
creating and manipulating a text based HUDs,
testing the distance to the player,
basic testing the input from a player,
simple entity state and activation tests and commands,
commands to adjust and test the entity's animation. The animation code isn't quite doing what I want so I'll be debugging this next week.
basic sound commands
the start of a way-point system, although at the moment I have no way of creating way-points in the level editor.
My plan is to get enough of the script elements working such that I can interact with elements in a basic manner (i.e. pick items up, drop them, open/close doors, etc.) and have characters move about the level before I add more of the VR code.
Here's the current proto-build testing the script implementation. I've added a script command called debug which means I can switch the debug text on/off for elements. In this case the door has an Activate (AC) of 0, is running script (Sc) 1, has a state (St) of 10 and is at a distance (D) of 55.7 units.