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cmdr2

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  1. Hi, While integrating the Wave SDK using Unity, I noticed that the main "confirm" button on the Pico Neo headset is not detected by the Wave SDK. The back button on the headset works (gets sent as KeyCode.Escape in Unity), but not the main "confirm" button. I'm using the WVR_DeviceType_HMD, and checked all the possible buttons, but none returned true, when the headset button is pressed. My code: void Update() { // nothing returns true print("btn: " + ", " + Input.GetButton("Fire1") + ", " + Input.GetKey(KeyCode.Escape) + ", " + Input.anyKey + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_0) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_1) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_2) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_3) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_4) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_5) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_6) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_7) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_8) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_9) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_16) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_17) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Max) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_DPad_Down) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Trigger) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Digital_Trigger) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Menu) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Touchpad) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Volume_Up) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_Grip) + ", " + WaveVR_Controller.Input(wvr.WVR_DeviceType.WVR_DeviceType_HMD).GetPress(wvr.WVR_InputId.WVR_InputId_Alias1_System));} I'm planning to use the headset "confirm" button for the gaze-based menu, as an alternative to waiting for the reticle. I'd really appreciate your help, incase I'm using this incorrectly. Thanks! ~cmdr2
  2. Hi, I'm looking for a way to hide the controller model at runtime, since I need to show the controller only during parts of the game. I'm using the Unity SDK. Presently what works for me (but I'm not sure if this is the correct, future-proof way): 1. Store the Controller's GameObject provided by the CONTROLLER_MODEL_LOADED event: WaveVR_Utils.Event.Listen(WaveVR_Utils.Event.CONTROLLER_MODEL_LOADED, onControllerLoadedEvent); 2. Keep setting that controllerGameObject.SetActive to false in an Update(), since it seems to become active a few frames after the event callback above. I verified that the controller's orientation data continues to be reported correctly, even when the controller's gameObject is hidden. I was curious to know if there's a better way to do this. Thanks! ~cmdr2
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