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1128

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  1. 1128

    beam mode

    hurray...... it worked. thank you
  2. 1128

    beam mode

    thank you for quick response. As you said i changed the "endOffsetMax" value to 50m and it looks like issue still exist. details 1. canvas is 28m far from the user i.e Z value of transform component. @Cotta
  3. hi there, i have scene with house model where i can walk around the house. the issue is that 1. i m not feeling like walking around the house. 2. waveVR prefab is at position vector3.zero ( camera as the child) 3. the house model is at positoin 1.6 in y direction (i tried changing the y value lower and higher but did not worked for me). i want to know at what exactly the house model should be?? 4. is there any standards for positioning the house model so that it feels like we are in real environment??
  4. 1128

    beam mode

    hi there, i m facing issue with WaveVR_ControllerInputModule, where the beam mode set to "Beam" but the pointer is not hovering on the UI Elements when the user is far from the UI canvas. may i know exactly at what distance till the beam mode will work.
  5. Sure thank you so much.
  6. looks like the problem is fixed, i m able to click on UI button from any position thank you so much. one more thing that with beam mode - if i m too far from UI the pointer will not exactly hover on UI. i have raised this question earlier also. i have one more question as well 1. what should be the gameobjects scale so that it feels like we are in realworld (like for hololens they mentioned the objects scale should be 0.1)? 2. what should be the field of view of camera.
  7. thank you so much, i will try with above script and let you know if that resolves my problem or not
  8. thank you for reply i m hoping that will get solution for this from the RD team. And one more thing, i m able to click on UI button even after teleporting. i m thinking that this issue is happening because of rotation (at some angle ) issue on the canvas parent (parent has lookat function script attached). my teleport script is casting ray from the controller, there i checking trigger function on the floor for teleporting. thank you.
  9. and i m stuck for this reason only hope i will get reply as soon as possible @Cotta @Tony PH Lin
  10. 1- yes i m using wave sdk version 3.0.2 2- yes i use both inputModuleManager and controllerLoader prefab 3- I m using beam 4- there is no problem in teleporting hope i answered all the questions you asked
  11. hi there, i m into a situation where i m not able to click on UI buttons... 1. i created lookat function for UI canvas which is attached to empty gameobject (parent of canvas) whose rotation is 0 and child (canvas rotation is 180) 2. when i teleport to different position and try to click on UI button not able to click, the controller ray is passing through UI object @Cotta @Tony PH Lin
  12. hi there, i have a problem with "RaycastMode" which is set to "Beam" but when i move far from UI object i m not able to click on the UI Buttons, here is my script. void Start() { controller_right = GetComponent<WaveVR_ControllerLoader>(); if (EventSystem.current != null && EventSystem.current.GetComponent<WaveVR_ControllerInputModule>() != null) EventSystem.current.GetComponent<WaveVR_ControllerInputModule>().RaycastMode = ERaycastMode.Beam; } ( - tag added by moderator)
  13. i have simple script attached to a gameobject, the function "controllerLoadedHandler" is not at all invoking void OnEnable() { #if UNITY_EDITOR WaveVR_ControllerLoader.onControllerModelLoaded += controllerLoadedHandler; #endif } void OnDisable() { #if UNITY_EDITOR WaveVR_ControllerLoader.onControllerModelLoaded -= controllerLoadedHandler; #endif } void controllerLoadedHandler(GameObject go) { Debug.Log("---------------------------controllerLoadedHandler : " + go.name); } ( tag added by moderator)
  14. so i found solution to walking around the scene. you do this by, in vive focus settings got to setting -> headset and space -> safety virtual wall disable this feature or you can find a example scene called " PoseTracked_test" there they are forcing the arena visibility to "off" and "on" or auto
  15. step 1 - WaveVR and ControllerLoader prefab make child of empty gameobject then create script and attach to this empty gameobject. public class TeleportScript : MonoBehaviour { public static TeleportScript instance; public static TeleportScript Instance { get { if (instance == null) { instance = new TeleportScript(); } return instance; } } private Transform sourceCam; //public Transform targtPos; private SampleScript sample; // Start is called before the first frame update void Start() { sourceCam = this.transform; ControllerRay._teleport += TeleportParam; } public void TeleportParam(Vector3 target) { Vector3 pos = new Vector3( target.x, sourceCam.position.y, target.z); //Interop.WVR_InAppRecenter(WVR_RecenterType.WVR_RecenterType_YawAndPosition); sourceCam.position = pos; sample.display.text += sourceCam.position.ToString(); } } step 2 -- make "ControllerPrefab" to public in "WaveVR_ControllerLoader" script. then i have created ControllerRay script and attached it to controller i.e dominant public class ControllerRay : MonoBehaviour { public delegate void TeleportAction(Vector3 t); public static event TeleportAction _teleport; private WaveVR_ControllerLoader controller_right; public GameObject sphere; private SampleScript sample; // Start is called before the first frame update void Start() { controller_right = GetComponent<WaveVR_ControllerLoader>(); sample = FindObjectOfType<SampleScript>(); } // Update is called once per frame void Update() { RaycastHit hit; Vector3 c_pos = controller_right.GetComponent<WaveVR_ControllerLoader>().ControllerPrefab.transform.position; Vector3 direction = controller_right.GetComponent<WaveVR_ControllerLoader>().ControllerPrefab.transform.forward; Debug.DrawRay(c_pos, direction, Color.red); if (Physics.Raycast(c_pos, direction, out hit)) { if (hit.collider.tag.Equals("Ground")) { bool isClicked = WaveVR_Controller.Input(WVR_DeviceType.WVR_DeviceType_Controller_Right).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Trigger); if (isClicked) { sample.display.text = "condition checked"; _teleport(hit.point); } } } } } step 3 - add plane in the scene and tag it as "Ground"
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