Unity OnMouseEnter() or OnMouseOver() not working - unity3d

I want to make an Inventory System in Unity, so I tried to follow this tutorial, but the functions OnMouseEnter and OnMouseOver are not working.
I tried everything like 3d colliders with z-value of 100, with trigger and not trigger, and also I checked if the Physics.queriesHitTriggers is true, but nothing works. Do you have any easy tips?
Not with raycasting... I'm quite new and don't understand this.

Try adding a box collider or box collider 2d
Try adding an rigidbody besides the collider and you can do it kinematic
Try adding add a EventSystem if you are using canvas ui
And verify that it does not have an object like a canvas blocking the camera raycast.
good luck.

The GameObject you're trying to use mouse with, needs to have at least one component that is a rayccast target. an Image or SpriteRendrer should do it.

The thing I found out is that OnMouseOver only works in the Game tab and not working in the Scene tab :)

It's much easier and cleaner to use Unity UI System to make Inventory, Just Create Canvas, Image inside of it and add EventTrigger component to that Image object, and modify events inside of it in the inspector, add any functions you want on any event it supports it, it is much cleaner solution. Try this tutorial https://www.youtube.com/watch?v=HZpq46W4xo4
U can do whatever you want with this system, just a little bit of thinking and planing your own Inventory Req...
Best of luck!

Related

turn sprite list images into single images for use

so trying to make this as simple as I possibly can (which is next to impossible)
so in the unity editor using the 2d platformer learning thing im trying to switch the player sprites with many sprite lists from https://aamatniekss.itch.io/fantasy-knight-free-pixelart-animated-character for the images I'm trying to make the images into a new sprite animation
I hope I made this straight forward enough.
Use this BRACKEYS TUTORIAL
You need to make sprite sheets or create the animations in the Unity animation system and then trigger them by code or state machine.
https://www.youtube.com/watch?v=87cF8jqVpBA
i found it myself so anyone who needs to know here you go
make sure the sprite isnt in single but multiple.

How do I implement a raycast / laserpointer to Oculus controller?

I want to implement a graphic raycaster/ laserpointer to the left Oculus controller, so I can interact with UI buttons in Unity.
I have seen a lot of tutorials etc. but nothing has helped.
I want a laserbeam or laserpointer/graphic raycast to shoot out from Oculus controller when a button os pressed on the controller. I need the laserbeam to interact with UI buttons in Unity.
You can use a normal raycast
I recomend you make this:
Create a script on your hand,and add a component called line renderer
In the script attach the lineRenderer component
make a simple raycast hit
get the position of the hit object
set the first position of the actual hand and the second to the hit object like this:
lineRenderer.SetPosition(0,transform.position);
lineRenderer.SetPosition(1,hitObject.transform.position);
And it draw a line from your hand to the hit object, remember to change the lineRender parameter to make a beautiful line
hope it helps
I created a project that uses unity's event system. It is a laser pointer which you can interact with unity's UI and 3d objects in the scene. If you want to check it out here's the link: https://github.com/balataca/oculus-laser-pointer

Unity UI canvas not working with VR

I have been trying to get a very simple demo of a native Unity UI canvas working with VR.
I have read the oculus blog post here: https://developer3.oculus.com/blog/unitys-ui-system-in-vr/ but i need to use the native unity UI as i want to redistribute the code without license worries.I followed this tutorial https://unity3d.com/learn/tutorials/topics/virtual-reality/interaction-vr?playlist=22946 and downloaded the unity vr samples project from the asset store. In this they provide some scripts to place on the camera (VRInput and VREyeRaycaster) and some scripts to place on the target object (VRInteractiveItem and ExampleInteractiveItem).
When i apply the target scripts to a regular GameObject in the scene (e.g. a cube) the raycast works fine and the appropriate calls are made when fire1 is activated. When i try and do this for a canvas object (e.g. a button) - no hit is detected. I have tried placing the two target scripts (VRInteractiveItem and ExampleInteractiveItem) on the canvas, the image containing the button and the button itself and none work. What am i doing wrong? Why would it work on a regular gameobject and not on a UI canvas? I have made sure all my canvas elements have their raycast target boolean property ticked
EDIT:
It seems to work when i attach a box collider to the UI element, is this required? i thought it should just work with a GraphicsRaycaster attached. but the configuration below doesn't work (when box collider is disabled and graphics raycaster is enabled)
This is what is on my players camera:
I dont have a problem using box colliders if i have to but i wanted to take advantage of the UI buttons changes in highlighted and pressed color properties
In Unity raycasting works only with game objects having colliders. Raycast returns true when it hits a collider. Without colliders there is nothing the ray can hit.
Unity Physics.Raycast documentation
I believe, for anyone just seeing this for the first time, a potential reason it is not working is because the canvas from the above picture is using a "Graphics Raycaster" element and not an "OVR Raycaster" element. The OVR Raycaster is meant to replace the graphics raycaster to connect Oculus to Unity UI.
If you want to use the unity's UI in VR you might want to take a look at this asset: VRTK
There are some examples of VR UI using controllers or camera targeting.
Go to your canvas, you should have an option that is "Plane Distance" it's set to 100 , I change it to 0.5 and it works quite well.

EventTrigger component only works with UI system?

I'm new to Unity and using 4.6 version.
I have a prefab which is just a sprite. And I instantiate three of them.
I want to receive touch and mouse events from those instances.
So, I added EventTrigger component to them from c# script, and added ClickEvent.
And I also added IPointerClickHandler and implement of it.
But it never gets any event. What am I missing?
Is TriggerSystem only works with UI system? Because I did not add any UI Pannel or UICanvas or etc. ( instead I added an empty object and added TriggerSystem component to it )
If this is not a good way to do, please give me a direction to start.
Thanks in advance.
Below is for Mobile devices.
If you want to do in game controls without UI you can use Input
This is Unity document.
It pointed TouchPhase and all of touch phases can find here.
Unity document has good example codes i think you should check it.
For GUI system to work there should also be an EventSystem object in your scene.
You can do it the easy way too, from the editor add a collider2d to the the sprite.
Write this to an script attach it the the gameObject.
void OnMouseDown() {
// do something
}
Unity also convert mouse event to touch events on touch systems so you may not need to worry about simple touch events.

Scrolling Scene Background - Unity

My title might have actually been a bit misworded, as to be honest I'm not sure how to word it, but basically I'm making a game on Unity and I have my main scene and I am making a main menu however what I want to do is have a, I guess, camera slowly panning around the main scene as the background of the main menu. Not sure if I worded that right or what wording to actually type into Google to research it so I'm hoping you guys might be able to point me in the right direction.
Cheers guys,
Jason
As stromdotcom mentioned you can attach a script to the camera.
It's hard to tell what you're trying to do but if you want to circle the camera around a point...
Try making an empty game object in the middle of your scene and point the camera at it.
Make the object the parent of the camera (using the object and cameras transform properties).
From here you should be able to set the game object to rotate using a script, which should make the camera spin as it is a child of the object.
I have not tried this in Unity but I have used this technique in other programs so I'm assuming it will work. Sorry if it doesn't.
If your scene is already set up then you can attach a script to your camera which simply modifies the camera's transform to move it around the room. You can move and rotate the camera just like any other transform in your scene.
Im pretty sure what you are looking for is "Animation view". Unity has a tutorial on it: https://unity3d.com/learn/tutorials/topics/animation/animation-view?playlist=17099