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Author Topic: Actions for the Oculus Touch? (solved, we got'em)  (Read 14132 times)

westingtyler

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Re: Actions for the Oculus Touch?
« Reply #15 on: April 16, 2017, 09:51:51 AM »
this could be a big deal. thanks for the script, and I will check it out!

westingtyler

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Re: Actions for the Oculus Touch?
« Reply #16 on: April 16, 2017, 10:54:34 AM »
I am getting this error:

Assets/OvrTouch/Script/Services/TouchVisualizer.cs(74,26): error CS1061: Type `TouchController' does not contain a definition for `SetVisible' and no extension method `SetVisible' of type `TouchController' could be found (are you missing a using directive or an assembly reference?)

What am I missing here? The script doesn't even use anything called "SetVisible". Is it saying I don't have Touch installed or something?

so i deleted the OVRTouch folder, now I get an error:

Assets/TouchVisualizer.cs(4,14): error CS0101: The namespace `global::' already contains a definition for `TouchController'

Below the script, it says "the associated script cannot be loaded. fix any compile errors and assign a valid script."

Do you have any suggestions for this?
« Last Edit: April 16, 2017, 11:39:47 AM by westingtyler »

Mulbin

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Re: Actions for the Oculus Touch?
« Reply #17 on: April 17, 2017, 06:07:45 AM »
Sorry, haven't a clue!  Still hoping we get native support for VR in playmaker.

sebaslive

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Re: Actions for the Oculus Touch?
« Reply #18 on: April 17, 2017, 05:06:27 PM »
I made a slew of scripts that I plan to release to the store but for my Oculus version of the steam playmaker toolkit, but I would like to see if anyone would like the package to test it before launching? I would like to see if it has all the actions necessary for your title.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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westingtyler

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Re: Actions for the Oculus Touch?
« Reply #19 on: April 24, 2017, 06:06:35 PM »
so you are making a "oculus playmaker toolkit" with Touch support? if that is the case, I'd be happy to test it, but I can't guarantee I'm great at it since I've never tested for anyone before. if you have any specific things you want me to test for, I could be sure to do that, too. i am somewhat slow, however, which might affect things.

sebaslive

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Re: Actions for the Oculus Touch?
« Reply #20 on: April 25, 2017, 10:25:10 AM »
Hey Westinytyler,

Please, send an email to frametaleinfo(@)gmail.com with the request and I will send it. Thanks!
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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sebaslive

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Re: Actions for the Oculus Touch?
« Reply #21 on: June 03, 2017, 08:18:45 PM »
Hey All, thank you everyone! We are no longer looking for testers but we really appreciate everyone that was able to test the actions!
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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Team3D

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #22 on: June 28, 2017, 10:48:23 AM »
Hello, do these actions work with the new Samsung Gear VR? (the one that comes with the small controller)
Thanks.


sebaslive

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #23 on: June 28, 2017, 12:26:44 PM »
Hi, not yet. This works with the oculus touch controller and oculus remote.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


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Team3D

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #24 on: June 29, 2017, 05:18:32 AM »
Do you have any plans to release actions for the Samsung Gear?

Thanks.

sebaslive

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #25 on: June 29, 2017, 10:16:33 AM »
Absolutely, as the Samsung gear is also a big player in the vr department and the new gear controller is great. There will be actions coming for it as well.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

Mulbin

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #26 on: August 10, 2017, 05:35:45 AM »
can anyone confirm if the asset works on 5.4?  No way I can upgrade to 5.6 without generating months of repairs.

sebaslive

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #27 on: August 10, 2017, 10:45:48 AM »
Hey  Mulbin,

I believe it only works on the latest versions mostly because of the new openvr and oculus api.
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

sebaslive

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Re: Actions for the Oculus Touch? (solved, we got'em)
« Reply #28 on: August 16, 2017, 02:30:19 PM »
Anyone that is having errors on 2017 version with oculus. The code in OvrOverlay is currently not working.

Replace the OvrOverlay file attached with the one in your project.

This is a temporary fix until Oculus gets the latest version working.
If you have any questions please let me know!
All my VR games use Steam VR Playmaker Toolkit: http://u3d.as/u20
And Oculus Touch Playmaker Toolkit: http://u3d.as/QT5


Follow me @sebasRez

PolyMad

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Re: Actions for the Oculus Touch?
« Reply #29 on: October 14, 2021, 05:25:14 PM »
Hi, sorry missed your reply!  Here you go, just drop this on an empty game.  You then create more empty objects (set them as disabled) and drag them into the fields this script creates.  When you press or release the buttons the game objects will activate/deactivate giving you something easy for playmaker to see.

Code: [Select]
using UnityEngine;
using System.Collections;

public class TouchController: MonoBehaviour {

// Use this for initialization
void Start () {

}
    public GameObject RightIndexTrigger;
    public GameObject LeftIndexTrigger;
    public GameObject LeftHandTrigger;
    public GameObject RightHandTrigger;
    public GameObject AButton;
    public GameObject YButton;

    // Update is called once per frame
    void Update ()
    {
        if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger))
        {
            RightIndexTrigger.SetActive(true);
        }
        else
        {
            RightIndexTrigger.SetActive(false);
        }
   
        if (OVRInput.Get(OVRInput.RawButton.LIndexTrigger))
        {
            LeftIndexTrigger.SetActive(true);
        }
        else
        {
            LeftIndexTrigger.SetActive(false);
        }

        if (OVRInput.Get(OVRInput.RawButton.RHandTrigger))
        {
            RightHandTrigger.SetActive(true);
        }
        else
        {
            RightHandTrigger.SetActive(false);
        }
        if (OVRInput.Get(OVRInput.RawButton.A))
        {
            AButton.SetActive(true);
        }
        else
        {
            AButton.SetActive(false);
        }
        if (OVRInput.Get(OVRInput.RawButton.Y))
        {
            YButton.SetActive(true);
        }
        else
        {
            YButton.SetActive(false);
        }
    }
}

Hi,

I know this is quite old but maybe you are still roaming around.
I bought the Oculus Touch Playmaker package but got a bunch of problems with existing Playmaker assets.
So I was wondering if just getting these to check the buttons would work.
It didn't.
I created a C# file in Unity, pasted this in it, then tried to add it to a game object, but Unity says that "The script doesn't inherit a class blablabla".
What to do?