USe with Daydream VR Reticle Getting Stuck
-
- Posts: 4
- Joined: Fri Feb 24, 2017 9:34 am
USe with Daydream VR Reticle Getting Stuck
Hi there,
Being Honest first, I am using the evaluation version of the Dialogue system to test out whether it can be used for a Google Daydream VR project I am working on. I'm very close to hitting purchase, but am encountering a snag I was wondering if there is an easy solution for. I'm fairly new to development so excuse me if this is silly!
Essentially, I have my UI set to world space, so that it can be viewed properly in VR, I am using the GVR prefabs:
-GVRViewerMain
-GVRControllerMain
-GVREventSystem
-GVRControllerpointer
The conversation engine works well and in VR I think I can make really good use of it. In order to do so I have removed the graphics raycaster component on the Dialogue Manager's canvas and replaced it with the GVRPointerGraphicRaycaster script. Essentially I am replacing the standard raycasting components with ones dedicated to the daydream controller. I'm also using the "ComputerUnityUIDialogueUI" prefab for my UI.
The problem I am encountering is that when selecting a response to a conversation, after the response fades and before the next response comes in, the reticle on the pointer is getting stuck where the response area is. I can essentially pick it up again when a new response is offered but when no repsonse is on screen the reticle just sticks to where the repsonses are and is no longer attached to the laser from the controller.
Does this make sense? I hope there is something simple I am missing!
Thanks,
Duncan
Being Honest first, I am using the evaluation version of the Dialogue system to test out whether it can be used for a Google Daydream VR project I am working on. I'm very close to hitting purchase, but am encountering a snag I was wondering if there is an easy solution for. I'm fairly new to development so excuse me if this is silly!
Essentially, I have my UI set to world space, so that it can be viewed properly in VR, I am using the GVR prefabs:
-GVRViewerMain
-GVRControllerMain
-GVREventSystem
-GVRControllerpointer
The conversation engine works well and in VR I think I can make really good use of it. In order to do so I have removed the graphics raycaster component on the Dialogue Manager's canvas and replaced it with the GVRPointerGraphicRaycaster script. Essentially I am replacing the standard raycasting components with ones dedicated to the daydream controller. I'm also using the "ComputerUnityUIDialogueUI" prefab for my UI.
The problem I am encountering is that when selecting a response to a conversation, after the response fades and before the next response comes in, the reticle on the pointer is getting stuck where the response area is. I can essentially pick it up again when a new response is offered but when no repsonse is on screen the reticle just sticks to where the repsonses are and is no longer attached to the laser from the controller.
Does this make sense? I hope there is something simple I am missing!
Thanks,
Duncan
Re: USe with Daydream VR Reticle Getting Stuck
Hi Duncan,
Thanks for evaluating the Dialogue System! I'm out of the office until Monday, but as soon as I get back I'll test this out and reply back here. In the meantime, you may be interested in checking out the VR UI Example on the Dialogue System Extras page. (All extras and third party integrations work with the eval version, too.) It uses Unity's VR sample VR input pointer, not Google Daydream, but it might give you some ideas.
Tony
Thanks for evaluating the Dialogue System! I'm out of the office until Monday, but as soon as I get back I'll test this out and reply back here. In the meantime, you may be interested in checking out the VR UI Example on the Dialogue System Extras page. (All extras and third party integrations work with the eval version, too.) It uses Unity's VR sample VR input pointer, not Google Daydream, but it might give you some ideas.
Tony
-
- Posts: 4
- Joined: Fri Feb 24, 2017 9:34 am
Re: USe with Daydream VR Reticle Getting Stuck
Thanks for getting back to me even while you are away Tony, much appreciated! I'll have a look at the example and see what I can see and look forward to hearing from you.
Loving this product, I'm going to purchase today!
Duncan
Loving this product, I'm going to purchase today!
Duncan
Re: USe with Daydream VR Reticle Getting Stuck
Hi Duncan,
I just got back, and it occurred to me that I forgot to ask what version of Unity you're using. Are you using the Unity 5.6 beta with native Daydream support?
Did the VR UI Example on the Dialogue System Extras page help? If you end up targeting more platforms than Daydream, it might be a good idea to use Unity's VR input pointer for cross-platform compatibility.
(It's nighttime here, so I'll be checking back in the morning.)
I just got back, and it occurred to me that I forgot to ask what version of Unity you're using. Are you using the Unity 5.6 beta with native Daydream support?
Did the VR UI Example on the Dialogue System Extras page help? If you end up targeting more platforms than Daydream, it might be a good idea to use Unity's VR input pointer for cross-platform compatibility.
(It's nighttime here, so I'll be checking back in the morning.)
-
- Posts: 4
- Joined: Fri Feb 24, 2017 9:34 am
Re: USe with Daydream VR Reticle Getting Stuck
Hey Tony,
Sorry for the late reply! When I first experienced the issue I was using the unity daydream preview 13 but I appear to be having the same issue with 5.6 beta 9. As well as lots of other wierd issues with that beta.
I'm afraid I haven't managed to use the example you have yet, as I was short on time and didn't have all the packages I needed to get it working imported and ran out of time. I'll try my best do have a go today while at work .
Just to say I experienced the issue with both the standard UI used when no UI prefab is specifically applied and the same with the unity computer UI.
This hasn't stopped me purchasing by the way and the support you offer for a great product is incredible.
Duncan
Sorry for the late reply! When I first experienced the issue I was using the unity daydream preview 13 but I appear to be having the same issue with 5.6 beta 9. As well as lots of other wierd issues with that beta.
I'm afraid I haven't managed to use the example you have yet, as I was short on time and didn't have all the packages I needed to get it working imported and ran out of time. I'll try my best do have a go today while at work .
Just to say I experienced the issue with both the standard UI used when no UI prefab is specifically applied and the same with the unity computer UI.
This hasn't stopped me purchasing by the way and the support you offer for a great product is incredible.
Duncan
-
- Posts: 4
- Joined: Fri Feb 24, 2017 9:34 am
Re: USe with Daydream VR Reticle Getting Stuck
Hi Tony,
Just a quick video of the issue. Hope this helps,
https://www.youtube.com/watch?v=9ZmYFbR ... e=youtu.be
Thanks,
Duncan
Just a quick video of the issue. Hope this helps,
https://www.youtube.com/watch?v=9ZmYFbR ... e=youtu.be
Thanks,
Duncan
Re: USe with Daydream VR Reticle Getting Stuck
Thanks, Duncan! I'll watch the video and reply back here.
Re: USe with Daydream VR Reticle Getting Stuck
I'm having trouble reproducing the issue. Here's an example scene that's similar to yours:
GoogleVR_Example_2017-02-27.unitypackage
It seems to work fine without locking the reticle. I built it in Unity 5.6.0b9 with the latest GoogleVR unitypackage.
If it doesn't shed any light on the issue, would it be possible for you to send a copy of your project to tony (at) pixelcrushers.com?
GoogleVR_Example_2017-02-27.unitypackage
It seems to work fine without locking the reticle. I built it in Unity 5.6.0b9 with the latest GoogleVR unitypackage.
If it doesn't shed any light on the issue, would it be possible for you to send a copy of your project to tony (at) pixelcrushers.com?
Re: USe with Daydream VR Reticle Getting Stuck
Just wrapping this up for other readers: There appears to be a bug in the current version of Google's VR input module. When the selected object is destroyed, the pointer gets stuck.
If someone else is facing the same issue, try creating design-time buttons and assign them to the dialogue UI's Buttons list. Then unassign and delete the Button Template. The design-time buttons only get deactivated, not destroyed. This may bypass the issue.
If someone else is facing the same issue, try creating design-time buttons and assign them to the dialogue UI's Buttons list. Then unassign and delete the Button Template. The design-time buttons only get deactivated, not destroyed. This may bypass the issue.