Created
August 20, 2014 22:27
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Lets you use a VR world space cursor with World Space Canvases in Unity3D 4.6. Add this to the EventSystem object. Put some box colliders on your buttons in the World Space Canvas. Then, do a trace to see if you're looking at a menu object--if the trace hits one of those buttons, pass it to SetTargetObject. See ralphbarbagallo.com for a longer e…
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using UnityEngine; | |
using UnityEngine.EventSystems; | |
//by Ralph Barbagallo | |
//www.flarb.com | |
//www.ralphbarbagallo.com | |
//@flarb | |
public class VRInputModule : BaseInputModule { | |
public static GameObject targetObject; | |
static VRInputModule _singleton; | |
void Awake() { | |
_singleton = this; | |
} | |
public override void Process() | |
{ | |
if (targetObject == null) | |
return; | |
if (InputManager.press) { //I poll my own inputmanager class to see if the select button has been pressed | |
//We tapped the select button so SUBMIT (not select). | |
BaseEventData data = GetBaseEventData(); | |
data.selectedObject = targetObject; | |
ExecuteEvents.Execute(targetObject, data, ExecuteEvents.submitHandler); | |
} | |
} | |
public override bool IsPointerOverEventSystemObject (int pointerId) | |
{ | |
if (targetObject != null) | |
return true; | |
return false; | |
} | |
public static void SetTargetObject(GameObject obj) { | |
//we're hovering over a new object, so unhover the current one | |
if ((targetObject != null) && (targetObject != obj)) { | |
PointerEventData pEvent = new PointerEventData(_singleton.eventSystem); | |
pEvent.worldPosition = FlarbCrosshair3D.GetRaycastStart(); | |
ExecuteEvents.Execute(targetObject, pEvent, ExecuteEvents.pointerExitHandler); | |
} | |
if (obj != null) { | |
//this is the same object that was hovered last time, so bail | |
if (obj == targetObject) | |
return; | |
//we've entered a new GUI object, so excute that event to highlight it | |
PointerEventData pEvent = new PointerEventData(_singleton.eventSystem); | |
pEvent.pointerEnter = obj; | |
pEvent.worldPosition = FlarbCrosshair3D.GetRaycastStart(); | |
ExecuteEvents.Execute(obj, pEvent, ExecuteEvents.pointerEnterHandler); | |
} | |
targetObject = obj; | |
} | |
} |
grobm, if you take a look at the Base class it is inheriting from then it looks like the method name has changed to public virtual bool IsPointerOverGameObject(int pointerId);
Yeah could you please post the code for your InputManager please :)?
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Danke,
This was the kind of code I was looking for, however I am getting an override error. As LumenDigital stated, could you post a InputManage Demo? It would be very helpful.