I try to add Joystick Movement but every Time i delete the old Joystick Input Settings and add the new one it resets after i hit play
It feels like a bug, beacuse it works days before with other Input's (OpenInv and OpenHelp)
There are no Errors in Console
SteamVR Input Window
This is what i want but after i hit play it resets to both side "SnapTurn"
SteamVR Input Settings
My Unity Version is 2019.2.17f1
Hope anybody can help me and Thank you
Related
I'm trying to learn Unity making a base map with a player.
Yesterday, when I was pressing the play button I was able to test the game correctly, but today it stopped working, and as far as I know/remember I didn't change anything...
This is what I can see in game tab:
How can I show in game tab what I see in scene? I mean the map and the player. I can only see the Canvas right now...
I don't know how, Z value in MainCamera got reset:
After setting back to -10 it worked again
Unity 5.5.2f1
I'm trying to get started with making an Oculus app, following the instructions here, modifying a very simple scene I made. However, when I disable the MainCamera and drag in the OVRCameraRig, and run it in the Editor, I still only see a single frame, not these multiple eye views like in the picture. Player settings have "VR Supported" selected. Do I have something not set up right with the app? Or is the tutorial out of date or something?
As we develop a little game with defold (defold 1.2.102 | defold editor 2) we encountered the following problem:
When we start our game the window shows everything we built properly and there are no build errors or error console logs. However there is no cursor. Neither on the levelscreen of the game nor on one of the other monitors. We added a keypress input for testing the buttons and it worked properly, but the problem remains: Where is our mouse pointer? Do we have to add or adjust it somehow?
Thank you for your help!
Are you running your game in fullscreen mode? Defold always hides the mouse pointer while running in fullscreen mode. You can add a game object with a sprite (or even better a gui box node) and let that follow the mouse coordinates and use it as a custom pointer for your game.
The Unity project I work on takes a moment to run after pushing Play. Often times I'll hit play, and while it's thinking, will click into another window (I'm always looking up data I need to verify in the game). So while I'm looking at something else or typing something, Unity will wrest control of the screen and force the cursor into Unity editor and make Unity the focused window on my screen once Play gets going.
Is there a way to turn this off? I want to be able to hit play in Unity editor, and be able to ignore it and have it run like any other window, doing its thing where I left it. I don't want play mode to force the Unity editor to become the focused window.
In recent Unity versions, the Game window has a dropdown that says Play Focused, change it to Play Unfocused.
I'm trying to go back from one screen to another using Application.LoadLevel(0)
when the user tilts his head with the cardboard.
if(Cardboard.SDK.Tilted)
//do whatever
However Cardboard.SDK.Tilted is always false when I tilt the device in the unity editor using the mouse or when I build and run the app. Any idea why?
Okay so turns out it was working. Just in case someone reads this, in Unity if u press control then move the mouse it will Tilt but it won't trigger the event as Tilted. To do that you have to press the Escape key and it will simulate a tilt event.