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 so...
Woody3D
8 years agoExpert 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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