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vridge_incorpor's avatar
vridge_incorpor
Honored Guest
9 years ago

Enabling/Disabling Gaze Raycast Interaction

Hello, is there any direct or simple recommend way to enable/disable OVR Raycasters (Graphics and Physics) in a scene other than just set the main EventSystem.SetActive() true o false?

What we currently do is setting it active only when the active oculus touch hand is pointing with the Index finger (EventSystem) and deactivate it when the hand is in a different gesture, showing/hiding the corresponding laser beam + gaze  and activating/deactivating Graphics and Physics raycasters. 

This seems to work fine, but not sure if that is Safe or recommended.

Would like to know if anyone has done this before and what would be the recommended/best way to approach this.
Thanks!

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  • Could you elaborate on how this is done?  I've been searching for the Index finger raycast for oculus in unity and have come up short on how to even get started on how this is done.  Currently in my app I have a reticle that is raycasted and implemented when the touch controllers are pressed, but the headset has to be pointing at my selected target for this to work and does not take in consideration that our eyes aren't always centered while looking around in our headset to make a selection.  I would just like to make the experience a little more user friendly for our audience and the app will be released to the public for free on the Oculus store in the near future for everyone to enjoy.  Thank You!