Add pointer input mechanisms
Closed this issue · 2 comments
rayan-saleh commented
couple of options:
- Using CurvedUI mouse input
- Using custom ray
-
- I think this might be the most flexible option (and i have done this before)
-
- concern here is that this only work with curvedUI
- unity_XR (and feeding mouse_interactions through)
-
- I suspect that this isnt easily doable
Webview
- vuplex websites to use mobile sites & touch events/clicker
Implementation
Options
- Cursor-based raycasting (same as Arda_backup)
- Eye-tracking & hand-tracking CurvedUI implementation then custom cursor script
- Using the same stuff they used in CustomRay in CurvedUI demo -
do this
Use the Quest as the target platform for now:
-
See how to implement oculus/OpenXR hand-tracking
-
- Possibly need to use OVR
need to do this for passthrough anyway
- Possibly need to use OVR
-
- Installed OVR
-
Installed OculusXR plugin (via XR mgr)
-
Add debug_console
-
Add XR_rig
-
get passthrough to work
-
Implement hand-tracking properly including clicks
-
Build customRay script
-
- [ ] add click = buttonPressed script
-
- [ ] changing between inputs (hand vs controller)
assume adding eyetracking to this is trivial
-
- [ ] adding mouse controls - custom ray or native curvedUI
rayan-saleh commented
reset curvedUI scenes & oculus scenes when done
rayan-saleh commented
checkout Meta RayExample curvedUI method ! or RayCanvasCurved
scene for raycasting + curved screens!