/ Forums
Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Badges

Third Anniversary100 Likes25 Awesomes25 Likes1000 Comments5 Answers5 Awesomes5 LikesName DropperSecond AnniversaryFirst AnswerFirst Comment10 Comments100 Comments500 CommentsFirst Anniversary
New To The Forum? Click Here To Read The How To Guide. -- Developers Click Here.

vrdaveb Oculus Staff

About

Username
vrdaveb
Joined
Visits
156
Last Active
Roles
No Roles
Points
345
Badges
16
Posts
1,622

Activity

  • oneirophonics
    Hi,

    I've noticed you were handling an issue with the GearVR handling clicks twice in rapid succession - https://forums.oculus.com/developer/discussion/47588/click-events-fired-twice-on-gear-vr

    I was wondering if you could elaborate on your comment regarding "skipping your OVRInput-based code when the active controller is the touchpad" - Should I add the code snippet you pasted to a certain script? Does this fix the issue?

    Thanks so much!
    March 10
    • vrdaveb
      vrdaveb
      Starting with Utilities 1.9, OVRInput has built-in support for the Gear VR touchpad in addition to the previous API (Input.mousePosition and Input.GetMouseButton*(..)). If you are upgrading from an older version of the Utilities, you will probably want to disable any code in your Gear VR app that uses the old Input mouse APIs and use OVRInput instead. Here are the docs on that: https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovrinput

      If you are using OVRInputModule, you can just update to the latest version in the Sample Framework: https://developer.oculus.com/downloads/package/oculus-sample-framework-for-unity-5-project