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Disabling OVR GazePointer but still using LaserPointer from UIHelpers in Oculus Integration

Not applicable

Unity version 2019.3
Hardware: Oculus Rift

I am looking for a way to disable the GazePointer from functioning but still use the LaserPointer from the UIHelpers prefab within the Oculus Integration in Unity. I see that the Laser Pointer is allowing me to click buttons in a UI Canvas but also when I move my HMD(head) I can tell that the Gaze Pointer is also selecting button UI elements and I do not want it to. I am trying to implement a touch-screen like physical interaction as the sole means of interacting with UI elements and do not want the GazePointer as a way to interact with UI elements but it seems to be tightly coupled with the Laser Pointer stuff in the OVRInputModule.cs script.

All help is appreciated.


I was never able to get GazePointer working so I don't know how to set it up, can you point me to a scene or prefab where it works?
Wei Tin Yuen, VR Developer  B)
Toronto, Canada