[Unity] Can't use controller to select button inside UI scroll
Hello, I'm trying to use Unity UI Scroll with UIButtons inside, but i can't get em to work with the controllers, but its working fine with hands gesture. The problem is with the sensitivity of the button to unselect, like if I can hold the controller without shaking its possible to selected but the normal use, the simple act of pressing the controller you move a little and the MetaQuest only registe the scroll movement and not the click.Solved1.4KViews0likes4CommentsButton Interaction in 2D UI shows both blocked & actual hand
Hi everyone! I am having an issue with a flat 2D UI in a mixed controller & hand application. When pushing the button the hand will be blocked from moving through the UI, as expected, however the system also renders a second hand that tracks the position of the real hand. In the image below you can see my fingertip on the button but also the shadow of a second hand right below it. I only want the hand that isn't passing through the UI. Is there a setting I can set to prevent a second hand from appearing and going through the UI?Solved491Views0likes1CommentHow to Disable UI Buttons
Is there a way with OVR to disable a UI Poke Interactable button (Disable the events, change colour to disbaled state)? The Toggles have a check box for "Interactable" but there seems to be no such thing for a PokeInteractable. There is a Disabled Color State in the Interactable Color Visual but no apparent way to trigger this.1KViews3likes1CommentDetecting laser pointer hovering on button (Oculus Quest - Unity3D)
Stack: Unity 2019.3 Oculus VR Integration macOS Catilina I have a Unity scene with a VR interface composed by a Canvas (World Space coordinates) and two buttons. The canvas has attached an OVR Raycaster objects which uses a laser pointer. Overall it works well, but when I try to intercept the event produced by hovering the laser pointer on the button, I can get only the click event. I'm using the following script (attached to the button): using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.EventSystems; public class VRButton : MonoBehaviour, IPointerEnterHandler, IPointerClickHandler, ISelectHandler { // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void OnPointerEnter(PointerEventData eventData) { Debug.Log("Enter!"); transform.localScale *= 1.2f; } public void OnPointerExit(PointerEventData eventData) { Debug.Log("Exit!"); transform.localScale /= 1.2f; } public void OnPointerClick(PointerEventData eventData) { Debug.Log("Clicked!"); } } The strange thing is that both OnPointerEnter and OnPointerClick get called when I point the button with the laser and click. Just hovering the doesn't trigger any event (nor OnPointerExit or OnPointerEnter). This is my ADB log: 03-15 22:59:53.085 13339 13355 I Unity : Clicked! 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.Logger:Log(LogType, Object) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.OVRInputModule:ProcessMousePress(MouseButtonEventData) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.OVRInputModule:ProcessMouseEvent(MouseState) 03-15 22:59:53.085 13339 13355 I Unity : 03-15 22:59:53.085 13339 13355 I Unity : (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) 03-15 22:59:53.085 13339 13355 I Unity : 03-15 22:59:53.085 13339 13355 I Unity : Enter! 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.Logger:Log(LogType, Object) 03-15 22:59:53.085 13339 13355 I Unity : VRButton:OnPointerEnter(PointerEventData) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.EventFunction`1:Invoke(T1, BaseEventData) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.BaseInputModule:HandlePointerExitAndEnter(PointerEventData, GameObject) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.OVRInputModule:ProcessMousePress(MouseButtonEventData) 03-15 22:59:53.085 13339 13355 I Unity : UnityEngine.EventSystems.OVRInputModule:ProcessMouseEvent(MouseState) How can I fix it?3.6KViews0likes2CommentsHow can I make my gameobject appear when I press the UI button on the canvas/menu
Hi forum. I'm fairly new to Unity and coding/scripting. I have a CAD-model in Unity and I can walk through it with my Oculus Rift VR gear. I have created a menu with two UI buttons as a start. The "Quit" button turns red when I hover over it, and when I click it the menu disappears and the gazepointer too.(which is what I planned) The problem is, that when I press the other button a gameobject should appear in front of the player, but nothing happens? The buttons turns green as it should when I hover it and click it, but nothing happens? I tried dragging the gameobject to the buttons OnClick event, and set it as Set.Active etc. Nothing has been working so far. Can anybody help me with this? :) It should be pretty straight forward but I cant get it to work. I tried a few scripts to make the gameobject appear 1 foot from the player in front the player, but this didnt work725Views0likes0CommentsUnity UI for Oculus Go?
Hello everyone, I have started a new Unity project and imported the Oculus SDK for Unity. It has a sample UI scene with gaze control and 2 scripts - OVRInputModule.cs and OVRGazePointer.cs. I want to convert that gaze based UI control to using the Oculus Go controller as a laser pointer. I looked at this post https://developer.oculus.com/blog/adding-gear-vr-controller-support-to-the-unity-vr-samples/ but it references other files that are not found in the Oculus SDK folder that I have. I tried to adapt some of the code and put it in the OVRInputModule.cs. It sort of works, but the linerenderer lags behind a frame or two. Here is a link to the apk: https://drive.google.com/file/d/1bL4X-YmkipyYW0HBO4uJfbrWWuusRsZL/view?usp=sharing And to the whole project folder: https://drive.google.com/file/d/1-598SQjI0Lovvj5c33cY4Z7vpghixtO-/view?usp=sharing I also uploaded only the OVRInputModule.cs file: https://drive.google.com/file/d/1s1A3jhGnpWbTdyx-9v5ogNfAR7xhhihr/view?usp=sharing And a pdf with trck changes from the original OVRInputModule.cs file: https://drive.google.com/file/d/19xPZfwUXxQtje2yvRz5LcNAvSMZ1-00T/view?usp=sharing I cannot believe that there are no scripts adapted to controller-based input. Am I missing something? Thanks a lot in advance.1.1KViews0likes1Comment