Collider not triggered
I already used collision triggers in that project, but That collider won't trigger at all. I can't figure it out since everything looks fine. The player object has kinematic Rigidbody and collider not set as trigger, and is set to "Player" layer. The cube object has no rigidbody but a collider set as trigger, and is set to "Interaction" layer. "Player" layer and "Interaction" layer are set to interact with each other in Physics settings.1KViews0likes1CommentWay to force trigger Quest controller via script ? (Like squeeze fist with only one button)
Hi, I just want to know if there is a way to force the controller or the hand's rigg to squeeze the fist only by pressing one button via script ? I want to change the state of the hand only by pressing one button, and if it's possible without using custom hands. For example, I want to press the IndexTrigger from the right hand and squeeze the fist with all finger on hand's rigg. Is there a way ? Thanks !956Views0likes1CommentOVRPlayerController - disable Running?
Hi, I'm looking through the OVRPlayerController script to disable running with left Touch trigger. I managed to do it easily for Shift keys here, by changing moveInfluence from 2.0f to 1.0f: // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) moveInfluence *= 1.0f; Technically it is still running, but it doesn't matter if it's x1.0 speed. But this doesn't change the left Touch trigger running - it still turns on run mode. How can I disable trigger running? Thanks!552Views0likes0CommentsNeed to click once before OVRGazePointer shows
Hi, As the title suggests, I'm running into a problem when my scene loads where the gaze pointer doesn't show up until the user clicks the trigger. This can be quite confusing for new oculus users who aren't comfortable yet with the oculus. Is this a problem that anybody else has? Are there any known fixes? Thank you.444Views0likes0CommentsI have some issues with OnTriggerEnter
I have some issues with OnTriggerEnter and acivate a Area sound. My Scripts no detect the collider and no activate de sound when i was enter in the area. -sorry for my english. Script; public class AlarmaArea : MonoBehaviour { public GameObject areaSonido; void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "Player") { areaSonido.SetActive(true); } } }514Views0likes0CommentsTrouble implementing OnCollisionEnter, OnTrigerEnter behavior on OVRPlayerController
Hi, I'm pretty new to Unity development and developing for the Oculus Rift in particular, so my question might be trivial. I've just spent a lot of time unsuccessfully trying to evoke collisions and trigger messages on objects in my game environment using the OVRPlayerController as the collider. However, the other object never registers the collider of the OVRPlayerController. I understand that for certain types of collisions to occur, the objects/OVRPlayerController need Rigidbodies (as discussed on https://docs.unity3d.com/Manual/CollidersOverview.html), however I have been unsuccessful at evoking any of the collision scenarios described in the link mentioned. Has anyone experienced this in their development, and if so could you let me know how you fixed the issue (if you did)? Thanks!941Views0likes0Comments