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.
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);
}
}
}