Var released = Input. Var pressed = Input.GetMouseButtonDown(0) released |= Input.GetMouseButtonUp(0) pressed |= Input.GetMouseButtonDown(0) // on Gear VR because on PC the mouse clicks are used for actual mouse pointer interactions. // On Gear VR the mouse button events correspond to touch pad events. var released = Input.GetKeyUp(gazeClickKey) || OVRInput.GetUp(joyPadClickButton) var pressed = Input.GetKeyDown(gazeClickKey) || OVRInput.GetDown(joyPadClickButton) taken over a large portion of the Coanda flare, a traversing gear had to. Virtual protected PointerEventData.FramePressState GetGazeButtonState() models have been tested, and although no one turbulence model has proved robust. Go to OVRInputModule.cs script and change this method. I don't know what is official solution but you can try mine which works in my case.
UNITY 5.4.2F2 NO GEAR MENU ANDROID
I updated Android SDK's, tools, platform tools, etc. Uninstalling and reinstalling also doesn't help. It worked only once, no matter how many times I change API or delete data/cache. Then I cleared data and cache on the phone and installed the app again. Voda do njega u poetku je iz Turkovia tekla drvenim cijevima, kasnije glinenim koje su 1882. I tried to change API back to 9 and it didn't work anymore. Vrelo Cesarovac, podsjea na vrijeme izgradnje prvog ogulinskog vodovoda 1847. As soon as I changed API level, clicks started to get called twice. I noticed that I forgot to set Android API level (it was set to 9 - Android 2.3.1). I set up player settings for VR and clicks worked as they should.
EventSystem's standalone input module is disabled and OVRInputModule is enabled). I made an empty scene with OVRCameraRig, GazePointerRing and world space Canvas (with Graphic Raycaster disabled and OVRRaycaster enabled). I made another empty project (Unity 5.5.0f3), imported Utilities 1.10 package and copied OVRHarness, OVRInspector and Parse folders from Oculus Sample Framework (1.5.1). Checking if there are multiple copies of components mentioned above was the first thing I did. Every click after that prints Touchpad twice.
UNITY 5.4.2F2 NO GEAR MENU CODE
I added the following code to print active device to the console:ĭebug.Log(OVRInput.GetActiveController().ToString()) First click prints None and immedeatelly after it prints Touchpad.