[Tutorial] Unity 5.4 Gear VR and Native Unity Gaze Input Module FIX!

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Having trouble in Unity 5.4 using an Event System / Event Trigger with your GearVR Build?
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Just purchased it! The 5.4 update on the Asset store looks to have been approved yesterday, 11/16. Looking forward to it! Thanks!

maxatyt
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I came across *exactly* this issue when moving a Cardboard app to Gear VR. Thanks very much for saving me a lot of time tracking down the problem!

BernieRoehl
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thank you so much men! you have helped me more than once in a big way. you tha real mvp!

antoniomacedo
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Thank you so much! Was tearing my hair out looking for a fix. This works for the Daydream preview build (I'm on 5.4.2f2-GVR10) as well.

PublikDomain
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Perfect!! Just what I was looking for. Thank you!

Ronanelf
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Thank you very much, I was facing a similar issue but with Oculus Go .. you saved my day :D

redouanekachach
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I was going to purchase the movement asset but I noticed it was made using Unity version 5.3.4. Once the 5.4 version is available at the asset store-- let me know! (I'm implementing this youtube tutorial, but you're doing a great job, and I want to support your efforts!)

maxatyt
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hi ! if there are three objects cube, sphere and cylinder .if the user gazes at the cube moves upward, sphere moves downward then it should count and display the number of times the user gazed at the cube, sphere and cylinder.
eg:-cube:gazed 4times, sphere:gazed 2times. please reply me asap i have to submit it by tdy .its that important please do send me the link.

aishwariya
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How did you know that you had to edit that c# script (gazeinputmodule.cs)? To be even more precise, you knew which line had to be edited, did you found that out yourself? Just curious

BrutalCoding
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Great sdk! It works for me when creating gear VR game. I follow your tutorial, the pointer becomes large after touching the cube created with Event Trigger. But I import another 3D model onto Unity, it doesn't work. I have already add the Event Trigger and mesh collider into the model cause it is not included. The pointer doesn't have any action while touching the model. Can you help me?

adadisnike
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Is there a way to have the script detect if your building for GearVR or Cardboard? so that we don't have to edit the script each time? I was thinking of listening for VirtualReality supported, but It was for the device only so wouldn't effect the script on the device itself.

HangryAnimalsGame
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I'm building for GearVR in Unity 5.5.0f3, using the most recent GoogleVR for Unity package. Starting from DemoLevel01, I added GazeInputModule into a new UI Event System, but it warns: "GazeInputModule is deprecated. Use GvrPointerInputModule instead". So I loaded that one in instead (the code is very similar) and added a cube with an Event Trigger. I've tried it with and without the code from this tutorial and can't get interactivity on GearVR- the reticle is unresponsive. Ideas?

cccharp
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Hi Selzier, thank you so much for sharing all these valuable informations through your channel, always useful, but unfortunately on this matter everything gets old so damn fast. I have my project working all right in GoogleVR mode, but when I switch to VR supported and even trying to keep scenes basic and clean as yours, while I can interact with things inside the editor, as soon as I build it on GearVR, all interactions are gone. I can't interact with uGUI neither (and my reticle gets rendered behind the UI for some reason in both situations). In any case, the workaround you suggest in this video isn't needed anymore as it seems to be correct now in the latest release, but still doesn't work to me. So I tried the OVR sdk, but things get even worse, cause it looks like it doesn't get along with uGUI out of the box (am I right?). The VR Samples on the store are too elaborate to me to understand what's basic and essential and what's not, so I'm kinda lost, I hope you can clarify a bit on this, or even do a tutorial on GoogleVR/GearVR best usage of uGUI and reticle, since it looks a bit obscure to me now, if you have time. Thanks a lot in advance and sorry for the long message.

mirkoson
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Wonderful tutorial. I wonder to know how you find the way to such problems.(Try and error?) Trouble shooting is really frustrating and I cannot figure it out how to solve it. You read the documents and codes, and then get the key to fix them? (How intelligent!) Thanks for the tutorial. It really helps me a lot!

passionInk
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Hello, thank you for your tutorial. i have bought the packet and used in unity. works. but the gaze pointer in gear VR is also in the middle of the screen, but, somehow, there is a strange thing, that the middle of the screen is not the middle of my eye field. which is that i need to move the gaze pointer somewhere else that i really click on the object. i dont know whats wrong. can u help me in this case?

AllctrlA
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Hi, I have just ran into this problem today, I have the latest GoogleVR sdk and using Unity 5.4.1 when I built to the Gear the input was not working, I have just tried to follow your video of editing the GazeInputModule using MonoDevelop, and code is slightly different so I am lost ( as Im not a coder) any advice or is there anywhere I can get the fixed script? Much appreciated, thanks

twhittyham
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Good tutorial, so should I get as many VR devices as possible, because I only have VR Box 3.0 and I am not sure it will work find on other devices, because I cannot test the game.

shindao
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hey i wanna thank you for your help i got it

Mrsonicthunder
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Is this bug prominent only in Unity 5.4? Or in 5.3.6 also?

AleksandarPetrovic
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Can't I use GoogleVR sdk with gearVR for free? should i buy it essentailly? ㅠㅠ

akxltmzk
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