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Pointer interaction with world-based UI canvases #48
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Hey, I'm not sure if that would work (i can look into it though) But I think the canvas sits on the camera view and not in the game world, so the pointer exists in the game world and points to game objects (that require a collider). |
Check this project out: https://github.com/VREALITY/ViveUGUIModule It'd be nice if this was integrated with this toolkit! |
Cool, thanks for the link looks like a cool idea. I'll download it and check it out |
If it significantly simplifies implementation, I don't think it is that important for players to be able to hit UI elements while not looking at them (as done in the ViveUGUIModule). |
I agree that being able to just use the UI elements for menu options is a lot easier than having to make up 3d objects that work as some sort of menu (which is how I've seen pretty much all games do it up till now) |
Something related to this feature & using it in Unity 5.4: http://forum.unity3d.com/threads/vrinputmodule-not-working-in-5-4.403381/ |
@phr00t nice find! Good for reference. |
Thx @phr00t for that link - that one bugged me :) @thestonefox I'm working on a non-game application using this toolkit with ViveUGUIModule. I'll do what I can to support an integration. |
Completed with 5fa29d7 |
In my SteamVR game, I want players to be able to point a controller at a world-positioned UI canvas & use the trigger to click a button -- just like the player interacts with the official SteamVR interface. Is this possible with the current toolkit? If so, how is it done? If not, can this feature be added?
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