Mouse as Input device boundaries
Hello, I am currently working on a Unity application for the Meta Quest 3. The application uses the New Input System. The user input device is a Bluetooth mouse. I noticed that the cursor of the mouse seems to be bounded, as in it reaches the edge of an invisible window. However, I want the mouse movement input to be unbounded, so that I continuously get a correct mouse movement if I keep moving the mouse to the e.g. right indefinitely. I tried several methods I found online that did not work for me: Setting the cursor lockState to CursorLockMode.Locked caused the application to strongly lag upon using the mouse. Resetting the mouse position using Mouse.current.WarpCursorPosition() after obtaining the movement data did not change the behavior. I use Unity 6.0 (6000.0.53f1). Did anyone else have a similar issue?57Views0likes1CommentMeta Interaction SDK and Mouseclicks
I am using the Meta XR interaction Toolkit and its Components. My Problem: I am in Playmode on my PC and have a Oculus hooked up via Link. I have 2 Displays. Display 1 (VR) Where the the Player is in a room with an interactable Panel. (Grab, Point, Select works) Display 2(PC) I have an UI Button. When its clicked something should happen. As far as i know the Meta SDK needs the PointableCanvasModule for the Events to work. But then my Mouseclick on Display 2 doesnt register. When i have the Standalone Input Module active, my mouseclicks works, but i can't interact with the Canvas anymore. Video that shows the Problem: https://streamable.com/uin4ms How can i use my Mouseclick and the VR Hands at the same time? Big_Flex I read that you work on the Interaction SDK team, so i tagged you 🙂 Thanks for the help563Views0likes0CommentsBluetooth mouse problem after v62 update
The Bluetooth mouse was working correctly before Oculus v62 update but now whenever I move the mouse Unity receives it as an arrow key like this: if (Input.GetKeyDown(KeyCode.LeftArrow)) { // This shouldn't be triggered by mouse }​ Also sometimes I get this warning from InputMethodManager Warn InputMethodManager Unable to send input event to IME: com.oculus.vrshell/com.oculus.panelapp.keyboardv2.KeyboardInputMethodService dropping: KeyEvent { action=ACTION_DOWN, keyCode=KEYCODE_DPAD_LEFT, scanCode=0, metaState=META_NUM_LOCK_ON, flags=0x400, repeatCount=0, eventTime=107623773, downTime=107623773, deviceId=-1, source=0x101, displayId=-1 } Looks like it's trying to send mouse movement as a D-Pad button. Has anyone else experienced this?474Views0likes0CommentsHow to enable mouse input in Unity?
Hi everyone, I have a bluetooth mouse connected to my Meta Quest 3 and want to use it in my Mixed Reality Unity project. Even though the mouse is connected to the headset, it's not registering the mouse or showing the cursor in my unity project. What do I need to do for unity to register the mouse? I'm using the Mixed Reality Template from Unity. I'm quite new to this and unfortunately haven't found any tutorials on this.767Views0likes0CommentsPrevent controllers from calling MouseButtonDown?
I'm using the Oculus SDK for Quest. I've found that Input.MouseButtonDown(0) is called when I press the index trigger or push in on the thumbstick. This isn't ideal as it clashes with testing in the editor. Is there a way to disable the controller from calling MouseButton functions.465Views0likes0CommentsScreenPointToRay and ViewportPointToRay not working with VR camera
X-posting from the Unity VR forums: https://forum.unity3d.com/threads/screenpointtoray-and-viewportpointtoray-not-working-with-vr.471440/ Environment: - Unity 5.6 - VR is active and rendering to the HMD My goal is to raycast from the mouse into the scene, with a VR camera. When using ScreenPointToRay on a VR camera the ray's direction is way off. Here's an image when my cursor was in the center: When using ViewportPointToRay the ray's direction is much better but still not perfect. Here's an image showing the difference (sorry for mouse pic, my screen capturer wasn't picking up the mouse): Here's the test code to reproduce in a clean Unity 5.6 project and scene: using UnityEngine; public class Raycaster : MonoBehaviour { public Camera sourceCamera; public bool useScreenPoint; public bool useViewport; public Transform viewportSphere; public float sphereDistance; private void Update () { Vector3 mousePos = Input.mousePosition; Ray ray = new Ray(); if (useScreenPoint) { ray = sourceCamera.ScreenPointToRay(mousePos); } else if (useViewport) { float normalWidth = mousePos.x / sourceCamera.pixelWidth; float normalHeight = mousePos.y / sourceCamera.pixelHeight; Vector3 viewMousePos = new Vector3(normalWidth, normalHeight, 0); ray = sourceCamera.ViewportPointToRay(viewMousePos); if (viewportSphere != null) { viewportSphere.transform.position = ray.origin + ray.direction * sphereDistance; } } Debug.DrawRay(ray.origin, ray.direction, Color.red); } } In these screenshots I'm using a single camera set to both eyes. However, I have repro'd the same problem when I switch to left and right eyes too (that's the setup in the actual project I'm working on). To visualize the use case: there is one person in VR and one person not in VR but on the PC using the mouse to click on things the VR person is looking at. The simple solution to this would be to use another camera that displays just to the monitor, however the project is very performance restricted and the new camera would be displaying exactly the same thing as the existing VR camera. Has anybody had to tackle this or have any ideas on how to solve this without an extra camera?2.5KViews0likes0CommentsSimulate Xbox One Home Button Press?
Making a game that uses both Xbox One controllers and mouse for the Rift on PC. When pressing the Home button on the Xbox One controller, it returns the users to the oculus home app and puts the game in a "suspend" mode. I was wondering, is there a function call in the Unity utilities anywhere to replicate this functionality, such as when doing this when clicking on a UI button? I tried using both OVRManager.PlatformUIConfirmQuit(); OVRManager.PlatformUIGlobalMenu(); But these apparently only work on the Gear.1.1KViews0likes3Comments