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drash's avatar
drash
Heroic Explorer
12 years ago

[0.4.3] HSW reported dismissed when it's not

This is a fairly minor thing:

I'm trying to make the HSW not get in the way of the actual content, and I really appreciate the new properties and event hook for being notified when it's dismissed without having to modify the Unity integration itself (makes life easier/cleaner for SDK updates)

However, I'm seeing the behavior that OVRManager.isHSWDisplayed evaluates to false and OVRManager's HSWDismissed event is being invoked when the user hits any key, even if the HSW is still displayed until its eventual timeout.

I personally think the Unity integration should be able to tell us when the HSW is literally not on the screen anymore, so that we know when to show content. What do you think?

1 Reply

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  • Thanks for poiining that out. I don't have that problem with that function, but I don't use it directly either, I use it to throw a switch that registers after most stuff gets done and I don't have that issue. I have never noticed input registering on my project until the HSW is gone. But then again those functions aren't active to recieve input until the HSW is gone too.

    if (!OVRManager.isHSWDisplayed)
    {
    HSW_switch = true;
    }


    I guess it makes more sense to have that go false after the is dispayed message is false, but whatever works :)