Forum Discussion
LivingValkyrie
8 years agoHonored Guest
GetDown events
Ok, so first off I know that there is an internal ticket for this issue already, but I'd like to share some of my findings on the matter. The GetDown call inside of the OVRRestOrientation script is somehow working, although not in all of my scenes, which baffles me. However if I recreate the code in one of my own scripts it doesn't. So I did a copy/paste of the code into my script and 1 of the 2 child classes that inherit from that script calls it, but only once - then it stops working again. BOTH of my child scripts are calling base.Update (which is where the pasted code resides)
I have no clue what's wrong, and I hope you guys have a far better understanding of it. I've never before seen "selective" method calling like this before.
Unity 2017.1.1
OVR 1.20
Unfortunately this project is contract work and I'm under NDA, so i cant share the files for testing
I have no clue what's wrong, and I hope you guys have a far better understanding of it. I've never before seen "selective" method calling like this before.
Unity 2017.1.1
OVR 1.20
Unfortunately this project is contract work and I'm under NDA, so i cant share the files for testing
2 Replies
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- LivingValkyrieHonored Guesti think i have rooted out the issue with this, if you are not using the OVRManager you must call OVRInput.Update() yourself, which i was doing. but if it gets called more than once in a frame it can cause issues. so when you have more than 1 object that calls the method (i.e. in a parent class of multiple objects in your scene) you get mixed results. it actually gets less accurate the more objects you have in the scene calling the update.
if there was a way to limit the call to once a frame inside the update method, some check, it would be amazing. but its definitely able to be worked around - Woody3DExpert Protege
Hello, I am pretty new to Unity but worked in CGI in Hollywood for 25 years. PLEASE can you tell me, This OVRManager, is there some way to use that to get things like the Touch Thumbstick to ''engage thrust' etc? I am so lost, so much of this is so easy once you know how but getting that info the first time can feel near impossible!
LivingValkyrie said:
i think i have rooted out the issue with this, if you are not using the OVRManager you must call OVRInput.Update() yourself, which i was doing. but if it gets called more than once in a frame it can cause issues. so when you have more than 1 object that calls the method (i.e. in a parent class of multiple objects in your scene) you get mixed results. it actually gets less accurate the more objects you have in the scene calling the update.
if there was a way to limit the call to once a frame inside the update method, some check, it would be amazing. but its definitely able to be worked around
I had hoped it would be as simple as replacing button references like here:
if (Input.GetMouseButtonDown(0)) {
fireShot();
}
--------------------------------------------------------------------------------------------------------Changed to:
if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger(0)) {
fireShot();
}
But that didn't work. I thought that was what the Raw button inputs were for! PLEASE HELP!
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