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31
VR Help / Re: Gaze Timer
« on: March 22, 2017, 07:11:54 AM »
Well I don't have to use a Raycast. The problem was the Mouse Look from the Camera orbit FSM.



If I disable this, I can Gaze the UI buttons using Oculus! Ofc, as you said, it's a bit offset, but I will use your new small script.

32
VR Help / Re: Gaze Timer
« on: March 22, 2017, 03:37:43 AM »
Hey Jean. Have a look at this:

https://streamable.com/jgokx


:))

The whole thing is not 100% precise... like I have to look a little bit down in order to trigger the button.

https://streamable.com/hwoga

33
VR Help / Re: Gaze Timer
« on: March 22, 2017, 02:16:38 AM »
I will look into that project... but from what I see... it's for Unity 4.
I see that there are some pages there. Some guy says this:



Btw. As a test, I decided to place a Raycast on the camera. It looks like this:


So the raycast can be casted correctly. Can't we just use a normal raycast and check when we hit the UI buttons? The UI buttons are in world space anyway and they can have a colider.

34
VR Help / Re: Gaze Timer
« on: March 21, 2017, 04:29:24 AM »
That's a pretty old post from the Oculus forums. 2014.

Btw. I had a project last year where I used OnMouseOver action. SOmething like that. The cursor was always in the middle hidden, so it made sense to use it. No Raycast used.

However in VR this didn't worked because the Oculus Camera overwites the movement. Meaning... even that I move left/right/up/down with my head, the cursor still remained in the "center of a screen".

Makes sense?

35
VR Help / Re: Gaze Timer
« on: March 20, 2017, 02:14:26 PM »
Hello Jean,

I just tested this at home. Same project... but no occulus. It works fine!!!

Is there a way to debug the raycast? I'm curious to see how it's being drawn.

36
VR Help / Re: Gaze Timer
« on: March 20, 2017, 02:19:56 AM »
I have the consumer version of Oculus.

37
VR Help / Re: Gaze Timer
« on: March 17, 2017, 02:03:30 AM »


This is a screenshot with the game view. The red dot is vissible, I look at the button, but nothing happens.

I don't get any more errors. I updated the Gaze thingie, but it only downloads the files I am missing, so I deleted the RectTransformWorldToScreenPoint.cs which had the error 2 days ago... I updated... so this new .cs file got downloaded. No more errors.

But I'm thinking that maybe 2 days ago you modified other files that havnt' been updated on my PC.



Is there any way to fast delete those files so I can re-download the package? This is one of the things I hate in Unity. You can't Uninstall Assets fast :)

Anyway, I deleted the majority of Gaze files. Did a reimport ... same thing.

Here, I even made a video:
https://streamable.com/zy2gd

38
VR Help / Re: Gaze Timer
« on: March 16, 2017, 07:34:24 AM »
I'm using the exact scene that comes with the project from the EcoSystem.




What other files did you changed in yesterday's bug report? Only that "RectTransformWorldToScreenPoint.cs"? Because I only re-downloaded that file.

39
VR Help / Re: Gaze Timer
« on: March 16, 2017, 06:47:07 AM »
All I did was to open the scene. No modifications.

I can't move the camera with the mouse, because the Oculus is overwiting any movement. Even if I don't touch the oculus (I left it on the table), the transform values are constantly moving:
https://streamable.com/qpj67

if I manualy turn the oculus to look at a button, nothing happens.

I don't see a red dot on oculus, only in the editor.

I'm 100% sure that I'm looking at the buttons. I even tried to look for 10 seconds at the buttons... nothing happens.



The Screen Point is always at 671.0, 184.0, 0.0. Never moving.

40
PlayMaker Help / Re: Android - Download file to a location
« on: March 16, 2017, 02:11:07 AM »
I decided to use Easy Action 2 PlayMaker actions so I'm downloading the file with that asset :) Works kind of nice.

41
VR Help / Re: Gaze Timer
« on: March 16, 2017, 01:25:30 AM »
I can't really move the mouse around the scene because my Oculus is connected and it's overwriting the movement. I'm moving around the scene with Oculus itself... and like that it's not working.

In the past I used to do some VR interactions with MOuse Look At (or something similar) ... because the mouse cursor was hidden but always present in the middle. This didn't worked on VR because there the rotation is somehow overwriten so I had to change the interaction.

It's a bit weird that I can't really test the buttons when I actually have an Oculus which is what... it being targeted for.

42
VR Help / Re: Gaze Timer
« on: March 15, 2017, 07:40:10 AM »
Ok. I'm doing a test. I have an Oculus installed & I'm testing the demo scene, the one with the 2 buttons.

Nothing happens if I look at the buttons. I see a red dot in the center of the screen in the EDITOR, but no red tot on Oculus.

But again, nothing happens when I look at the buttons in the demo scene.

EDIT:


It seems that this is not triggering.

43
VR Help / Re: Gaze Timer
« on: March 15, 2017, 05:38:30 AM »
No error right now. I will test this some more after lunch.

Is there a way to have some kind of bar "filling" to indicate that you have to look at the buttons?

THanks

44
VR Help / Re: Gaze Timer
« on: March 15, 2017, 03:54:11 AM »
Hello guys!

What is the best way for this?

Basically I want to have 2 buttons... and I want a button to only trigger when you look at it for like 3 seconds or something. Eventually it would be nice to have an indication... like the button filling up or something.

Thank You!

EDIT:
@Jean - I found your Gaze thingie on the EcoSystem, however it generates an error:


45
Hello Jean!

Is there a way to get my hands on the new Scene actions? I'm looking on the EcoSystem but not sure how they are called.

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