Dialogue System for Oculus Rift

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oceanicstudios
Posts: 2
Joined: Mon Sep 30, 2019 8:48 pm

Dialogue System for Oculus Rift

Post by oceanicstudios »

Hi guys, I'm looking for the example project for the Oculus Rift as referred on this page:

https://www.pixelcrushers.com/dialogue_ ... lusExample

It seems to not be available anymore?

My issue:
I'm building a VR project & want to use the gaze based dialogue system that is in the other VR example scene but I need it to function with the Oculus camera Rig & the Oculus remote. Everytime I add the dialogue system the remote stops functioning?

Any thoughts?
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Oculus Rift

Post by Tony Li »

Hi,

That's the old version 1.x manual. Please use the current manual here: Dialogue System Manual.

The VR examples are on the Dialogue System Extras page. Just search for VR. There's an example that uses OpenVR/SteamVR and another that uses the gaze selector with Unity's VR Samples package.
oceanicstudios
Posts: 2
Joined: Mon Sep 30, 2019 8:48 pm

Re: Dialogue System for Oculus Rift

Post by oceanicstudios »

Thanks Tony I have those & I'm trying to use the gaze based setup with the oculus rift & remote.

Every time I add the dialogue system to the project my inputs(touch and remote)for movement, ratchet turn & selection stop functioning? Any thoughts?

Is there an option I'm missing in the dialogue system that may be overriding these inputs?
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Tony Li
Posts: 22055
Joined: Thu Jul 18, 2013 1:27 pm

Re: Dialogue System for Oculus Rift

Post by Tony Li »

Hi,

The Dialogue System doesn't overwrite any project settings such as your input definitions. The only thing I can think of is that the Dialogue Manager GameObject has an Input Device Manager component. Try unticking its Control Cursor State checkbox. This will prevent the Dialogue System from hiding/locking the mouse cursor. It shouldn't have any relevance in VR, but it's the only thing related to input.

Are there any warnings or errors in the Console window?

Do the demo scenes in Unity's VR Samples package work correctly?
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