public void configureVRControlability() { bool enableVRcontrol = XRDevice.isPresent; // configure whether elements shall be clicked by vr controlers or mouse hudvr.SetActive(enableVRcontrol); hudmouse.SetActive(!enableVRcontrol); gameMenuvr.SetActive(enableVRcontrol); gameMenumouse.SetActive(!enableVRcontrol); modVoteMenuvr.SetActive(enableVRcontrol); modVoteMenumouse.SetActive(!enableVRcontrol); voteMenuvr.SetActive(enableVRcontrol); voteMenumouse.SetActive(!enableVRcontrol); StandaloneInputModule mouseInput = (StandaloneInputModule)eventSystem.GetComponent("StandaloneInputModule"); if (null != mouseInput) { mouseInput.enabled = !enableVRcontrol; } ControllerSelection.OVRInputModule vrInput = (ControllerSelection.OVRInputModule)eventSystem.GetComponent("OVRInputModule"); if (null != vrInput) { vrInput.enabled = enableVRcontrol; } }
private void Init_UI_system() { //Enable Eventsystem VR input, disable PC input pcInput = MyEventSystem.GetComponent <StandaloneInputModule>(); vrInput = MyEventSystem.GetComponent <ControllerSelection.OVRInputModule>(); pcInput.enabled = false; vrInput.enabled = true; MyEventSystem.GetComponent <EventSystem>().UpdateModules(); }
public void OnPointerEnter(UnityEngine.EventSystems.PointerEventData e) { UnityEngine.EventSystems.PointerEventData ped = e as OVRRayPointerEventData; if (ped != null) { // Gaze has entered this canvas. We'll make it the active one so that canvas-mouse pointer can be used. OVRInputModule inputModule = UnityEngine.EventSystems.EventSystem.current.currentInputModule as OVRInputModule; inputModule.activeGraphicRaycaster = this; } }
void Awake() { if (trackingSpace == null) { Debug.LogWarning("OVRPointerVisualizer did not have a tracking space set. Looking for one"); trackingSpace = OVRInputHelpers.FindTrackingSpace(); } if (gazePointer != null) { // gazePointerにコライダが付いていると動作に支障をきたすのでオフっておく。 var collider = gazePointer.GetComponent <Collider>(); if (collider != null) { collider.enabled = false; } } if (inputModule == null) { inputModule = EventSystem.current.currentInputModule as OVRInputModule; } }
/// <summary> /// Is this the currently focussed Raycaster according to the InputModule /// </summary> /// <returns></returns> public bool IsFocussed() { OVRInputModule inputModule = UnityEngine.EventSystems.EventSystem.current.currentInputModule as OVRInputModule; return(inputModule && inputModule.activeGraphicRaycaster == this); }