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DADA_universe

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DADA_universe
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  • @danielvierna Clearly it's been a while since this thread was created, but please did you find a way around this?
  • Sorry I didn't get back on this. It was a simple thing eventually, but easily confusing, if you don't know what to look for. I had created a script called 'menu controller' to attach to each canvas prefab, and I was getting a reference to the canvas…
  • Thanks Chris, your input helped me target my debugging better. To answer your questions: *I'm currently using Unity2018.2.8f1 and AC1.65.1 *The menus were turning on but not clickable *I'm using my own menus / canvas prefabs, though they are simple…
  • It appears all menus set to Unity UI Prefab are currently not interactive. I've checked to see if there's something I needed to toggle to make them responsive, yet to find anything.
  • I've reconsidered this since I made the post and thought maybe this should not be a feature request but a request for tutorials / tips from those who have been successful at integrating AC with different VR sdks / toolkits they work with, or a reque…
  • Thanks Chris, I've had a look at this, but the problem is kind of different. I've created a new post as the thrust of the matter seems to be a bit different from the original post here. 
  • I'm having a similar issue, I've got over 40 menus which I set up in AC but I'm now switching to Unity UI because I need the menus to work in worldspace for VR reasons, it works for one menu when I use Unity UI in Scene, but apparently I can't use t…
  • Thanks Chris, I followed your advise with Ignore Raycast and making the rotated object a child object. Rewiring things that way somehow got me rethinking my approach, so I used a coroutine in the object rotation script, created start and stop functi…
  • private void OnSelectHotspot (Hotspot hotspot) { hoverHotspot = hotspot; hotspotHoverDuration = hoverDuration;  hoverCursor.GetComponent<toggleRotate>().startTime();        } This gets some kind of jerky feedback when the hoverCursor hov…
  • if (hotspotHoverDuration <= 0f)                {                    hotspotHoverDuration = 0f;                                        if (hoverHotspot != null && KickStarter.playerInteraction.GetActiveHotspot() == hoverHotspot)           …
  • I'm trying out with the ClickByHoveringCursorExample script which initially threw off as it was not working for reasons I could not figure out, but I tried again, starting with a backup copy of the project and what I did was to put the script on the…
  • Another useful find: "Ummm, just letting everyone know (for those who don't want to do any extra scripting), that the idea to use the hotspot detector to make only hotspots that "touch" the controller activate, really does work. But …
  • Comments seem to be queued for approval.....is this a bug or a feature? Edit: It seems to happen when a link is pasted in the body of the comment rather than embedding it in text.
  • Thanks to Alverik for taking the time to help with tips.  The script opens up slots in the inspector you could plug action lists into, to react to the different VRTK inputs, I'm still trying to think through how to take advantage of that, ditto sor…
  • Specific to VRTK and AC:  "...Well, depends on how your own codebase works. To avoid having to set scripts on all your players (I had sim, Rift and Vive) you'll want to add your custom scripts (if any) at runtime (by placing them in the same o…
  • Got in touch with Alverik and he was quite helpful with some tips, which I'll copy out here below, first general advise about VR: "When using VR with AC you have to setup AC as if you were using a custom character controller. I was also using …
  • Thanks, I didn't realise that. Reposted below: Archiving some posts by @Alverik on the subject, here for future reference: Working with AC and VRTK: https://adventurecreator.org/forum/discussion/5661/pyramid-2016-demo-now-out Resolving Main Camer…
  • Archiving some posts by @Alverik on the subject, here for future reference: Working with AC and VRTK Resolving Main Camera VR conflict with VRTK Video play test of adventure game he worked on using AC and VRTK
  • Thanks Chris, I've looked up past threads where this was referred to and I have tried it out. I'm however hoping to get some insight from those in the community who have tried using AC with the VRTK toolkit
  • Thanks for looking into this Chris.
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