Playmaker Forum
PlayMaker Help & Tips => PlayMaker Tips & Tricks => Topic started by: andycoke on March 20, 2016, 03:38:49 PM
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Posting here as a follow on from another thread, where I ran into a wall -
http://hutonggames.com/playmakerforum/index.php?topic=12326.new;topicseen#new
Following the steps from the previous post:
1. Whatever object you wish to turn into a gaze trigger, make sure it has a Collider component. Note that you *don't* have to check "IsTrigger"--it will work anyway.
*Clear
2. Attach Playmaker's Raycast action to an FSM in the MainCamera inside Cardboard's Head object.
*Clear
3. On the Raycast action, set Direction to X: 0, y: 0, Z: 1. This makes the raycast always aim directly forward from the Main Camera.
*Clear
4. Set the Hit Object and Hit Event to any variables you like, and you're done!
*This is where I am going wrong.
In a really simple example, I have a cube and I have used Playmaker to set up 2 states. Using Set Material colour, mouseEnter is red, mouseExit is black. This works fine pre Cardboard. After Steps 1-3, what do I need to do to make this work with GazeInput and Gaze click?
Much appreciated if anyone can help.
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Also curious if anyone has figured this out - so far i've opted to using the GazeInputModule for events + an Event Trigger on the object i want to emit gaze events from which i call ICardboardGazeResponder function OnGazeEnter,OnGazeExit and OnGazeTrigger on.
Not ideal because i was trying to make the editing as single minded as possible for a less than confident Unity artist.
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Hi,
Sorry for the necro :)
There is a gaze input simple demo on the Ecosystem that will help you get what you want I think:
(http://i.imgur.com/EBSrUPb.gif)
https://twitter.com/JeanAtPlayMaker/status/746280207510831105
If not, let me know.
Bye,
Jean