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Mouse Pick is WRONG in "Virtual Reality Supported" Mode

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westingtyler:
Been living with this bug for like 7 months now, so I figured I'd ask again to see if anyone has any insights. It's the biggest bug in my project and makes game dev miserable.

Problem: Using a Mouse Pick action while "Virtual Reality Supported" (Oculus or OpenVR) causes the Mouse Pick to store an incorrect position on the screen.

Here is a video of the problem in action:
//www.youtube.com/watch?v=wEiAFg9KpM8
+ Disabling "Virtual Reality Supported" in Unity's Player Settings, ends this problem.
+ Changing the Main Camera's Target Eye from "Both" or "Left" to "None (Main Display)" also ends this problem.

But doing either of those prevents VR from working in my VR game.

+ Increasing the Scale slider at the top of the Game View (higher than 1.0), seems to make the problem worse.

djaydino helped me narrow the problem down but said it was not a playmaker problem and suggested posting to Unity forums, but posting to Unity forums got no response for 7 months, so I am very sad and desperate. I can't possibly believe everyone else using Playmaker and VR also deals with this problem on a daily basis.

This issue exists in Playmaker 1.8.2f7, 1.8.3, and across Unity 5.4 and 5.5, in any combination. This started in 5.4.0f3 when Unity introduced the Scale Slider to Game View and the "Virtual Reality Supported" Player Settings option.

ANY clues would help. Can someone at least confirm that with Virtual Reality Supported (Oculus) they also see the bug? I've attached the package with the scene, which worked fine for djaydino but I do not think he tested in Virtual Reality Supported (Oculus) mode.

Here is the old thread as well. http://hutonggames.com/playmakerforum/index.php?topic=13626.0

Thank you for your time.

jeanfabre:
Hi,

in VR, you don't have a mouse right? so could you explain what you are after and the use case for your mousepick? you shoudl use a gaze system which means always picking what is at the center of the screen, is that not how you want to select and pick things up?

 bye,

 Jean

westingtyler:
I have support for both a gamepad (and oculus touch controls as soon as I can figure it out) but also for mouse and keyboard. Here is a video showing using the mouse and keyboard in the game, and it works much better than gaze controls for reducing nausea, since you can move your hand without moving your head. Having to look at whatever I want to shoot or pick up, makes me sick.

I use the mouse pick the same as anyone else would, except it casts into 3d virtual screen space. It is hard to explain, but it feels great. Touch controls would be ideal, but until EVERYONE has a touch, I want this option as the main option. Gaze controls are OKAY, but increase nausea for many like myself, because you have to move your head around. //www.youtube.com/watch?v=_rNf0RBy48k
I already have the Xbox 360 gamepad controls, which centers your hand and uses gaze controls,  but trust me when I say using a Mouse is superior in many ways and preferred. But this means I still need Mouse Pick to work correctly if you have ANY ideas about how to correct this.

To be specific about how this works, your game still shows up on the computer screen in 2d, while you are in the headset, and Mouse Pick works normally on that. It means that the mouse moves when your head moves, but it also means that if you keep your head still you can still move the mouse around the screen, and I have a bounding sphere to keep it a specific distance from the player's face. I cast a mouse pick that hits that invisible spherical barrier around the player, and that is where, in 3d vr space, the hand gets placed.

I appreciate that this sounds weird and foreign, which excited me into thinking I have done something special, because this kicks gaze controls' ass in terms of feel and natural movement.

jeanfabre:
Hi,

It could be that you need to build your own raycasting based on mouse screen position, as opposed to the direct mouse pick, likely because you can then defining exactly which camera to use for the raysting. I think the problem is which camera to use for picking things up using the mouse position.

Let me know if that doesn't work.

 Bye,

 Jean

westingtyler:
when you say this, do you mean I need to write my own .cs script? Or can I make this in an FSM? Without Playmaker, I'd have no idea how to make awesome games since I can't code, so if you can offer any insights into or leads about this I will get right on it.

Can I do what you speak of, in playmaker?

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