diff --git a/Models/Materials.meta b/Models/Materials.meta deleted file mode 100644 index 17b7d8f7f..000000000 --- a/Models/Materials.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: e1380b7f8d9ba924bb7607b809c90091 -folderAsset: yes -timeCreated: 1471035725 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Scripts/EditorVR.cs b/Scripts/EditorVR.cs index bbffe0348..543f15ef3 100644 --- a/Scripts/EditorVR.cs +++ b/Scripts/EditorVR.cs @@ -189,7 +189,7 @@ private void OnDisable() private void OnSceneGUI(EditorWindow obj) { - if (Event.current.type == EventType.MouseMove) + if (Event.current.type == EventType.ExecuteCommand) { var miniWorldRayHasObject = false; @@ -258,10 +258,15 @@ private void Update() UpdateMiniWorldRays(); #if UNITY_EDITOR - // HACK: Send a "mouse moved" event, so scene picking can occur for the controller - Event e = new Event(); - e.type = EventType.MouseMove; - VRView.activeView.SendEvent(e); + // HACK: Send a custom event, so that OnSceneGUI gets called, which is requirement for scene picking to occur + // Additionally, on some machines it's required to do a delay call otherwise none of this works + EditorApplication.delayCall += () => + { + Event e = new Event(); + e.type = EventType.ExecuteCommand; + if (this != null) // Because this is a delay call, the component will be null when EditorVR closes + VRView.activeView.SendEvent(e); + }; #endif } diff --git a/Models/Materials/StandardOverlay.shader b/Shaders/StandardOverlay.shader similarity index 100% rename from Models/Materials/StandardOverlay.shader rename to Shaders/StandardOverlay.shader diff --git a/Models/Materials/StandardOverlay.shader.meta b/Shaders/StandardOverlay.shader.meta similarity index 100% rename from Models/Materials/StandardOverlay.shader.meta rename to Shaders/StandardOverlay.shader.meta