Closed MartinOrtiz closed 4 years ago
Is this for the HoloToolkit component? ManualGazeControl
has been replaced with ManualCameraControl
and the input simulation service in MRTK.
We don't really support the HoloToolkit anymore. Offhand, I can't think of a reason why ManualGazeControl shouldn't be working the way you describe. I'd say just make sure the AxisController
s are properly assigned and also properly set (check that the AxisType
is what you expect, etc)
I am switching back and forth between HoloToolkit and the MRTK, because all the e-books only cover HoloToolKit. Plus I wanted to use it outside of both, that is, in a regular project (because the mouse look is nicely done, and if I could just get the moving part working, I would be happy).
It is very difficult to debug, because the debugging process intercepts the keystrokes as well inside of VS. The AxisType = mouse.... (it is initialized to it). Even if I disable the mouse support, and only enable the key support, it's still "mouse".''
All the AxisControllers are initialized....at first, I did not do that, but then I fixed it...and again, the mouse looking part works great,....love it....but there is no joy in HoloLand because the arrow keys do not work....
Do I have to do anything or modify anything as far as input in the Unity 3D project settings?
The AxisType = mouse.... (it is initialized to it)
Sounds like you might need to update the KeyboardXYRotationAxisControl
etc to be one of the keyboard settings instead of mouse.
ManualCameraControl.unity should be set up properly, to give you an idea.
Do I have to do anything or modify anything as far as input in the Unity 3D project settings?
You shouldn't need to.
How do I move forward or backward with just the mouse? I can look around with mouse, but not move with mouse, aren't I supposed to be able to move with the mouse as well?
if (KeyboardSupported) { ,,,,................ Vector3 keyboardXYTranslate = KeyboardXYTranslationAxisControl.GetDisplacementVector3();
,,,,................
}
Ugh, I accidentally "closed", how do I unclose?
(thx) keyboardXYTranslate always returns back (0.0, 0.0, 0.0}
Vector3 keyboardXYTranslate = KeyboardXYTranslationAxisControl.GetDisplacementVector3(); results in keyboardXYTranslate = (0.0, 0.0, 0.0}
axisType = AxisType.Mouse; axisType is initialize to mouse, and never re-assigned to anything else... What should I use to test it with keyboard? axisType = AxisType.Keyboard8426; <---- should I try this?
I'm not sure about moving with the mouse. I don't remember that being supported, but it's been a while since I've look at HTK.
What should I use to test it with keyboard? axisType = AxisType.Keyboard8426; <---- should I try this?
Worth trying! That should use the numpad for movement. I think WASD is an option as well. ManualCameraControl.unity should be set up properly, to give you an idea. Check the keyboard AxisController
s there.
I will look at ManualCameraControl
Yes, MRTK, uses the classic WASD +QE approach..... In MRTK, the WASD + QE works great, as well at the mouse looking. Would it be easy to pull out the "gaze" stuff so I could use it in a regular project? (non-AR project) For HoloToolKit, it looked easy to do that....(except for the arrow key problem)
OK, I know what's wrong....
I initialized the Manual Gaze Control script
But forgot to initialize the Axis Controller scripts (well they were, but incorrectly)
I don't care about using the keyboard for rotations....
But what are the correct settings for the keyboard?
For the XY and XZ ROTATION, I set the axis types to "none"
For the XY TRANSLATION I set the axis type to "Keyboard QE"
For the XY TRANSLATION I set the axis type to "Keyboard WASD"
To go up and/or down I use the "Q" and "E", so that's working now...
The "A" key goes left The "D" key goes right But the "W" and "S" keys go up and down, instead of forward and backward?
Oops....I double checked...The "Q" and "E" go left and right too, not up and down....
OK....I think I got it working correctly now...
I had to correct the "Axis 0 Destination" and the "Axis 1 Destination" for the XY and XZ translations,.
Looks like this has been resolved based on last comment in discussion
In inspector for camera -> Manual Gaze Control -> Keyboard,Supported is checked and enabled.
I run more or less an empty scene with a plane and one 3D object. The mouse look works fine, but the arrow keys don't work
These are all initialized properly and are not null public AxisController KeyboardXYRotationAxisControl; public AxisController KeyboardXZRotationAxisControl; public AxisController KeyboardXYTranslationAxisControl; public AxisController KeyboardXZTranslationAxisControl;