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Thunderbox

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  1. Hi there! We are ready to test our new game, Tsuro, on Vive Focus and Focus Plus! If you'd like to help us out, just drop a line to info@thunderboxentertianment.com and we can send you a beta invite! Cheers, Dan
  2. Hi there. I am getting Tsuro working with the Vive Focus Plus and had a question... Is there a way to switch which controller is designated as "dominant"? E.g... Player is left handed. Dominant controller (which handles all the input for my game) is in his/her right hand. Player presses trigger on left controller. My app switches the dominant controller to the left one. Can it be done? Cheers, Dan
  3. Did you manage to get this working? I use Application.OpenURL(URL.Value); in all my apps and it works on every platform except Vive Focus. Presumably there is another way to open the browser from a Unity app?
  4. Hello. I've been investigating Viveport achievements on the Focus this week, and can't seem to find any systemic UI at all. As far as I can tell, there is no pop-up when an achievement is unlocked, nor is there any way to view a list of a game's achievements and your progress. Is the system designed solely for tracking progress on the server? No problem if that is the case, but it would be good to clarify this, so devs know to include their own UI if needed.
  5. Ah-ha! All I had to do was add the WaveVRButtons prefab (and check it was configure correctly). https://hub.vive.com/storage/app/doc/en-us/WaveVR_ButtonList.html Nice. :D
  6. Hi there, I am trying to detect button presses in Unity. I had alook at the sample scenes and have used the following code... buttonPressed = WaveVR_Controller.Input(WaveVR_Controller.EDeviceType.Dominant).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Trigger); ...but it does nothing. Is there a set-up step I've missed for my scene? Thanks, Dan
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