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Found 4 results

  1. Hello, i am trying to change the way the laser pointer in the VR template works. By default, when the laser ray hits an interactive object (grab), a text with the object´s name will be set visible. I would like to change it, so that when above is true AND, in addition, a button on the controller is pressed (oculus rift), a material on the obejct will be changed, lets say with every pressing of the button the user is switching to another material of an array of few defined materials. As far as I understand, it should be coded here (see attachment) but i dont really know how to map the controller´s button´s state (pressed) to it and how to let it cycle thorugh a defined array with every click. Help will be very appreciated! Best, Pio
  2. oculus controller skined models

    Hello How to change Oculus.controller.mesh to nice transparent hand as in oculus demos? as I can see in Unigine, there are built in models of controller - controller[0] = NodeReference::cast(Editor::get()->getNodeByName("oculus_touch_left_0")); located at "data\samples\plugins\nodes\oculus_touch_left.node" and no hands model how to implement skinned mesh models with some base poses for gestures instead of standard controller models? tutorials? implementation notes?
  3. Steam Controller compatibility

    Hi, Recenlty I bought a Steam Controller. It's working perfectly with Steam applications. The problem arised when I've executed the Unigine joystick_00 sample, it saids 'Not available'. Is this device compatible with Unigine? Is there any extra installation or configuration steps to be done to make Unigine recognize it? Thanks.
  4. Hi, I am trying to use the Unigine input system (with SDK 2.0-beta2). I managed to display the Unigine::Input::ControlSetupWindow in my project and save keyboard and mouse inputs in the XML control file I created. My problem is, I failed saving joystick inputs. I have an XBox 360 gamepad which is correctly recognized : I made a debug widget which displays the status of the pad to make sure of that. I have been diging in the scripts\input folder to try to understand the problem : I saw that the inputs of the pad are correctly registered in the device manager, but it seems their status is not updated there and I don't understand why. I guess I am missing something and I would appreciate any help. Another little question : when I click on my status widget (or anywhere outside the game area), the pad becomes "unavailable". Is there a way to fix that ? Thanks !
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