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View Code? Open in Web Editor NEWA complete and robust Cardboard Input SDK for Unity in C#
Home Page: http://u3d.as/aeV
A complete and robust Cardboard Input SDK for Unity in C#
Home Page: http://u3d.as/aeV
There's no reason it needs to be in the wiki as it only updates as the code changes.
For some reason whenever I import the files all of the scripts are removed from the prefabs.
Hi there!
Is there a way to make this plugin work with UI elements out of the box?
I am trying to measure the gaze time and it seems to work perfectly with 3D objects when their collider is enabled but I have no such luck with UI.
Thanks a lot!
When I'm moving forward in Castle and I jostle the device I will stop moving. Jostle should stop new input from being taken in but shouldn't stop ongoing input. It might be triggering up before I halts as well, research of the input charts is required.
Hi, im trying this plugin in Unity 5.0.1f1 (32-bit), when i load the demo scene, there are a missing prefab, i was thinking that CardboardControlManager was the missing one, but when i load that prefab, all of his scripts are missing (also bigcube and ExampleCharacter has missing scripts), any ideas?
Cardboard SDK was recently updated to v0.6 and it seems like the magnetic events (trigger.OnDown
, trigger.OnUp
and trigger.OnClick
) no longer fire on the actual device in CardboardControl v3.4. Using the raw Cardboard.SDK.Triggered
invocation from the SDK seems to work correctly though. Debug controls for these work correctly in the Unity editor when pressing the appropriate key on the keyboard.
It'd be great to get this working as we're trying to develop a space shooter and need to be able to hold down the magnetic control to activate forward thrusters for our ship. Currently we have to use 'clicks' to toggle the thrusters on and off which isn't as intuitive.
The included demo scenes are not working. Prefabs and scripts are not linked.
There's been a long-running problem with CC+ where it's very difficult to differentiate between up and down. I generally assume that the first change of state is down but that's not always correct. This leads to things like ResetMagnetState()
being a necessity.
I've been wondering for a while if I could leverage that the base SDK can tell me when the trigger has come back up to be more precise. In pseudo-code it'd be something like:
private TriggerState CheckTriggerState() {
if (TriggerMoved()) {
return BaseCardboardSDKMagnetTriggered() ? TriggerState.Up : TriggerState.Down;
}
}
Note that theoretically we can remove the idea of TriggerState.Neutral and be able to say in absolute terms whether or not it's Up or Down instead of "Positive" and "Negative".
I'm sure it's not as easy as all of that but the idea is pretty simple.
Sorry, I thought it was working with UI buttons but it's not.
The raycast sees nothing when aiming at a button.
If the magnet trigger accidentally goes off while you put your device into a Cardboard v1, you may end up in a state where down registers as up and up as down.
If you give the magnetometer a second to return to the ambient, low-magnitude readings then it should reset. This means a workaround for now may just taking the device out, waiting a moment, and putting it back in again.
If I move Highlight, ClearHighlight, Hide, and Show and all their data structures from CardboardControlsPointer to a script on the PointerPrefab itself then devs can define their own pointers. Someone could create a more Google-esque pointer or design their own, all of which would probably be better than my default.
Unity 5.6.2f1, latest CardboardControls+ from GitHub.
I am doing the following:
Playing scene in Unity works, but building to Android always leads to instant force-close on phone. Can run GVR fine on phone.
I'm using a Nexus 5, and for me none of the Magnetic Inputs work.
If i put my Device in my Cardboard the Magnetic States don't work and the Click event doesn't recognize Clicks.
However if i open the Cardboard and move my Device closer and or away from the Device i get some kind of Input.
I would love to use this for a little game and won't mind to pay fpr the Unity Package if it works.
I would be glad if you could help me fix this problem.
The script references of 4 scripts of the prefab are missing (and also all the scripts from the demo scene).
I've tried to re-import the project again, once before importing Google Cardboard sdk and once after, both shows the demo scene is broken.
BTW, demo scene has a "Missing Prefab" object, i guess this is the CardboardControlManager object.
What scripts should I link into this object?
and what about the 2 other scripts? to what object should I link them?
Similarly to Vive Grip, users have a need to trigger events outside of the normal scope of what kicks them off. For example, an external bluetooth device firing off the trigger command could expand what you can do with the Cardboard device.
Currently you can almost do this by just triggering the Delegate, e.g. cardboard.trigger.OnDown(this)
. However, there are a lot of side effects that happen in CardboardControlTrigger.cs that won't get fired this way.
Sometimes after I pull a device out of a Cardboard v1 enclosure, the ambient magnetometer magnitude stays at its peak for a while before dropping, seemingly arbitrarily. The ratio doesn't get affected much so it still detects triggers but it can be falsely triggered as "stable" which allows triggers when there shouldn't be that tend to mess up the up/down state.
When you take your device out of a Cardboard v1 and start using it in a Cardboard v2 without restarting the application, you're prone to breaking the state of the application. I don't foresee a lot of people doing this but it's worth noting even if it's not worth fixing.
It'd be really easy to make work and would flow very easily into the existing API. However, I don't personally own one and thus can't develop that compatibility yet.
I have to create a new room and update the README
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