Open ivanwidyan opened 7 years ago
This might be the window focus issue. Try clicking on the editor window. This doesn't seem to affect builds. See this issue: https://github.com/wacki/Unity-VRInputModule/issues/5
hi , anyone found a way to fix this issue ? i'm struggling to understand what's the problem . The demo is working fine but when i try to use the scripts in my own project the pointer goes throw the UI
Hi @seifeddine , can I just confirm that what your experiencing isn't the window focus issue in the editor. When you click on the scene window in the editor, does it still not work?
If so can you create a unitypackage demo'ing the problem and link me to it?
Hey, I'm also experiencing this problem in 5.6.1. Unity has been doing some screwy things with custom raycasters, and I can't get this or VRTK ui input to work properly in 5.6.1. As expected I can get GVR custom raycast systems working but the way they implement the dropdown fix does not work for my project.
I tried to implement the focus window custom events system glitch and could not get it to work on my end. I'm using vrtk for vive and oculus, but was using the native solution for daydream and gearvr, but can't seem to get it to work. I tried both the newer version and an older version of this module without ovr support and both did not work. I'm attaching a package that has a native scene implmentation that does not work for me in 5.6.1. I wish unity stopped breaking all these vr bodges and we can all live happily in native vr. And ideas or solution would be much appreciated. Thanks! https://drive.google.com/file/d/0B2-4PqcX8g2IdE5nN3ZXM0xBZ28/view?usp=sharing
Thanks for investigating @andrewnakas. I've really got to make time for investigating this. I'll try to find time this weekend.
I'm curious to fully read the GVR input module. I'm on a project for a client that uses it and was good to see Google taking the same approach as this package.
No sweat, definitely been a big fan of this asset for a while and I appreciate the work as it's been super useful for my projects. This issue is not a big deal on my end as I think I can either revert back to the 5.4 daydream version using this asset or put mad scripting definitions in my code to handle all the dropdowns to get them over to gvr drowndowns,
Unity has been doing some really crazy things with world space canvas and custom vr raycasters. 5.5 made raycasts not stop when ui hit so I had to put meshes behind all of my world space panels. Now in 5.6 vrtk ui seems to work fine but is comply broken with dynamic moving and scaling world space panels and I don't know whats happening with that (more testing on my end soon). Google VR is closly tied with unity so it seems like their systems were able to survive all the weird changes.
All these vr and ar platforms are such moving targets right now and it kind of sucks UGUi for vr kindof has seen back seat and has had to see support from indie devs. I can only assume this stuff will get standardized soon, around the time native vr gets more support and eyetracking comes into play for the vive at the end of the year.