07-10-2017 05:41 AM
12-06-2017 11:55 PM
Unfortunately, if no controller is connected, gaze input doesnt work with gear vr.
RayPointer.cs UpdateCastRayIfPossible() function needs to be modified to make it work.
Or
RayPointer.cs needs another if check for the active controller to fall back to;
OVRInput.Controller.TouchPad
The question is, which one and how?
12-07-2017 01:50 AM
12-07-2017 04:01 AM
oculus_gabor said:
Glad you guys like the sample.
@"tamer.ozturk2", you are right, that sample has no gaze fallback currently. I put it together pretty hastily for touch controllers specifically. There are also some issues with how the active controller is being tracked and a few other API pain points.
I've just finished writing a more in depth sample with fallback support for gaze, as well as a bunch of API improvements. This blog post will be updated with the new and instructions. I'll be writing the blog update on Friday, it should be live in about two weeks. I'll let you know as soon as its online!
12-09-2017 02:59 AM
12-11-2017 03:34 PM
oculus_gabor said:
Glad you guys like the sample.
@"tamer.ozturk2", you are right, that sample has no gaze fallback currently. I put it together pretty hastily for touch controllers specifically. There are also some issues with how the active controller is being tracked and a few other API pain points.
I've just finished writing a more in depth sample with fallback support for gaze, as well as a bunch of API improvements. This blog post will be updated with the new and instructions. I'll be writing the blog update on Friday, it should be live in about two weeks. I'll let you know as soon as its online!
12-11-2017 03:34 PM
oculus_gabor said:
Glad you guys like the sample.
@"tamer.ozturk2", you are right, that sample has no gaze fallback currently. I put it together pretty hastily for touch controllers specifically. There are also some issues with how the active controller is being tracked and a few other API pain points.
I've just finished writing a more in depth sample with fallback support for gaze, as well as a bunch of API improvements. This blog post will be updated with the new and instructions. I'll be writing the blog update on Friday, it should be live in about two weeks. I'll let you know as soon as its online!
12-11-2017 05:28 PM
12-11-2017 11:55 PM
oculus_gabor said:
@"tamer.ozturk2" The code might not make a lot of sense without the documentation that is the blog post. It should be live pretty soon. Hang tight.
Okay great news, sorry for the triple post by the way but the forum has its own problems as i see.
Could you atleast add swipe controls to the blog post or a new post as well?
12-12-2017 11:02 AM
// returns true on the frame when a user’s finger pulled off Gear VR touchpad controller on a swipe down
OVRInput.GetDown(OVRInput.Button.DpadDown);
// returns true the frame AFTER user’s finger pulled off Gear VR touchpad controller on a swipe right
OVRInput.GetUp(OVRInput.RawButton.DpadRight);
12-12-2017 11:53 PM
oculus_gabor said:
Is there a use case for swipe that OVRInput in it's current state does not cover?
From: https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/// returns true on the frame when a user’s finger pulled off Gear VR touchpad controller on a swipe down
OVRInput.GetDown(OVRInput.Button.DpadDown);
// returns true the frame AFTER user’s finger pulled off Gear VR touchpad controller on a swipe right
OVRInput.GetUp(OVRInput.RawButton.DpadRight);
OVRInputModule has the following variables defined but not used anywhere, so i thought there is/was/supposed to be some swipe related code in the module when interacting with ui/non ui items.
[Header("Touchpad Swipe Scroll")]
[Tooltip("Enable scrolling by swiping the GearVR touchpad")]
public bool useSwipeScroll = true;
[Tooltip("Minimum swipe amount to trigger scrolling")]
public float minSwipeMovement = 0;
[Tooltip("Distance scrolled when swipe scroll occurs")]
public float swipeScrollScale = 4f;
#region GearVR swipe scroll
private Vector2 swipeStartPos;
private Vector2 unusedSwipe;
#endregion