Ahh amazing! They all sound like good pointers, I'll give it a go - I've said it before but if I get a good vanilla VR set up I'll share it with you for future work! (This is my little side project so progress can be slow sometimes :P)
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class VRCursor : MonoBehaviour {
//Reticle Management
public Camera CameraFacing;
private Vector3 original…
cool, just to be clear, the script is put on a quad with a world cursor, and then left controller is linked to the steamvr controller, if you scrap the steamvr controller references, and then just manually link to the raycasting object you can fake …
using UnityEngine;
using System.Collections;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections.Generic;
public class VRCursor : MonoBehaviour {
//Reticle Management
public Camera CameraFacing;
private Vector3 …
hey thanks for getting back, yeah I've updated and dug the enableinteractionmenus function out, I've definitely got the hotspot set to appear on interaction,
I've also tried a vanilla version (new project, newest AC, raycasting at hotspot sending …
Further to this, I tried 'AC.KickStarter.playerMenus.SetInteractionMenus (true)', but it requires the hotspot, and a null (for inventory menu), which is essentailly what the EnableInteractionMenu does. I'm sure I'm missing something obvious, I've tr…
Amazing thanks! I'm trying to avoid anything that takes over mouse position (had my own solution for that in the past but its not ideal).
So I'm able to raycast and get the hotspot, and send Select() to it (highlighting it succesfully), however whe…
No it's really strange, interactionA and submit, event system set up properly and yeah just the world space. Last thing I will try is a whole new build with world space UI set up and see if I can replicate it. Pretty out of ideas, though working on …
Hey Chris thanks for writing back, I'm actually already using unity UI in scene game objects (and marked/lined appropriately in menu manager). As an experiment I tried it with UI prefabs and it's still not working. I'm pretty stumped at this point.
Hi Chris,
I've tied both methods and it still doesn't seem to be working. I've tried even using the return button, with the Submit axis and normal event system and that doesn't appear to be working either. Any ideas? Could be in the way I'm using w…
actually above fix doesn't work in build despite tweaks, basically every time i use it it turns the character incrementally, so chris if you've got a fix for getting UI worldspace to recognise interaction A that would be awesome. Love your work by t…
So got another work around, used this answer
http://answers.unity3d.com/questions/564664/how-i-can-move-mouse-cursor-without-mouse-but-with.html
Only thing I had to tweak was the X/Y coordinates for the mouse, had to switch them from int to float. …
Thanks for the answer, my current set up is definitely hacky but its working ok. I'll send you the project file when it's tidy and you can have a squiz if you like.
I've been stuck on this for weeks now, and then right after I typed this i tried parenting _ Cameras to the tin pot prefab and it fixed it.
Would love a walk through on VR+AV best practice though because my projects all ductape at the moment!