Unity SteamVR Actions not Working in Build - unity3d

I am trying to switch to another scene when the headset is removed. It is already working in the Unity editor, however, not in the build.
Setup:
Unity 2018.3.6f1
SteamVR Unity Plugin v.2.2.0
Vive Pro
This code is working in the editor:
using System.Collections;
using UnityEngine;
using UnityEngine.SceneManagement;
using Valve.VR;
public class EndGame : MonoBehaviour
{
[Tooltip("This action lets you know when the player has placed the headset on their head")]
public SteamVR_Action_Boolean headsetOnHead = SteamVR_Input.GetBooleanAction("HeadsetOnHead");
void Update()
{
if (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
{
return;
}
if (headsetOnHead != null)
{
if (headsetOnHead.GetStateDown(SteamVR_Input_Sources.Head))
{
StopCoroutine(RestartGame());
}
else if (headsetOnHead.GetStateUp(SteamVR_Input_Sources.Head))
{
StartCoroutine(RestartGame());
}
}
}
IEnumerator RestartGame()
{
yield return new WaitForSecondsRealtime(3);
SceneManager.LoadScene("Startscene", LoadSceneMode.Single);
yield return null;
}
}
In the Editor \actions\default\in\HeadsetOnHead is referenced to public SteamVR_Action_Boolean headsetOnHead.
The actions.json (including /actions/default/in/HeadsetOnHead) is in the build folder and the logs don't show any errors.

Switching to SteamVR_LoadLevel instead of scene management solved the issue for the current Unity Version.
Also, the script was attached to the SteamVR Player Prefab in the scene. Now it's placed on a seperate gameobject in the scene, to avoid issues with dont distroy on load with the Player prefab.

Related

TryGetFeatureValue always 0 for Unity XR Input's CommonUsages.trigger

I am developing a VR game in Unity (2020.3.15f2) using the XR Interaction Toolkit package (1.0.0-pre.5) for my Oculus Quest 2. At this stage in my development, I am trying to recognize presses to the trigger and grip buttons on the controllers respectively in order to animate some 3D hand models. Here's the script I've written to accomplish this:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.XR;
public class HandPresence : MonoBehaviour {
public InputDeviceCharacteristics controllerCharacteristics;
public GameObject handModelPrefab;
private InputDevice targetDevice;
private GameObject spawnedHandModel;
private Animator handAnimator;
void Start() {
TryInitialize();
}
void TryInitialize() {
List<InputDevice> devices = new List<InputDevice>();
InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
if (devices.Count > 0) {
targetDevice = devices[0];
spawnedHandModel = Instantiate(handModelPrefab, transform);
handAnimator = spawnedHandModel.GetComponent<Animator>();
}
}
void UpdateHandAnimation() {
if (targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue)) {
handAnimator.SetFloat("Trigger", triggerValue);
} else {
handAnimator.SetFloat("Trigger", 0);
}
if (targetDevice.TryGetFeatureValue(CommonUsages.grip, out float gripValue)) {
handAnimator.SetFloat("Grip", gripValue);
} else {
handAnimator.SetFloat("Grip", 0);
}
}
void Update()
{
if (!targetDevice.isValid) {
TryInitialize();
} else {
spawnedHandModel.SetActive(true);
UpdateHandAnimation();
}
}
}
The issue I'm experiencing is that the values of both triggerValue and gripValue are always 0. The value of targetDevice looks fine. I also tried using triggerButton, gripButton, primaryButton, etc. and they are always 0/false as well. The hand models show up just fine and their movement is in sync with the movement of the controllers, but they just don't seem to want to register any button presses.
I've been stuck on this one for hours and would very much appreciate any insight, thank you!
Is your project setup with the (new) Input System? I have no problem detecting there trigger and grip values.
Also make sure the targetDevice actually uses trigger and grip features, maybe it is another device such as the HMD.

How to control audio in another scene on/off in unity

I am making a game now, it's almost done. now I am trying to control the audio on and off by button or toggle button.
The problem is, I put my audio source gameobject in the splashscreen that is in the 1st scene. and I put the audio or music button in the Setting scene which is inside the 3rd scene. I already make the c# script to control the audio but when I've tried to insert the AudioSource, but it can't since it's from a different scene. I've tried to put the AudioSource in the same scene but the audio didn't start except I go to settings scene first.
Here is the script:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Music : MonoBehaviour
{
static Music instance = null;
public AudioSource Backsound;
private void Awake()
{
if (instance != null)
{
Destroy(gameObject);
}
else
{
instance = this;
GameObject.DontDestroyOnLoad(gameObject);
}
}
public void backsoundOnOff()
{
AudioSource bgsound = Backsound.GetComponent<AudioSource>();
if (bgsound.mute = true){
bgsound.mute = false;
}
else {
bgsound.mute = true;
}
}
}
You have already solved half the problem by using GameObject.DontDestroyOnLoad
The object does indeed exist in both scenes. Now you just need to fetch it.
In the first scene where the created the object, Change the tag of the object. Instead of using one of the exiting tags, create a new tag for it called something such as "MenuMusic". Make sure you assign it after creating it, unity does not assign it automatically
Now, in the 3rd scene, in the game object that needs to access it, create a private field "_music"
in your Start function, add
void Start() {
_music = GameObject.FindGameObjectsWithTag("MenuMusic");
}
You will now have the same instance of Music from scene 1
I would highly recommend referencing the sound script that you have into some sort of game manager. Usually how i work is i have one generic script that controls a multitude of options that i usually call the GameManager. This sets player controls, visual options and sound. From here you can simply set bool whether the player wants the music on and off. If this option wants to change you can reference the GameManager at any point in any script.
//Game Manager code
public void SoundControl(bool soundOff)
{
If(soundOff == true)
{
//Sound Off Control
}else
{
//Sound on Control
}
}
//Reference to game Manager
GameManager manager;
public void TurnOffSound()
{
//Turn sound off through manager
manager =
GameObject.FindGameObjectWithTag("Manager").GetComponent<GameManager>
().SoundControl(true);
}
I find this to be the easiest way to control any options through one script that you can reference anywhere.

Unity | webCamScript not displaying

I have the code exact from a tutorial I copied, and the webcam is inserted and works. But when I load the Unity game (In Unity Editor) there is no "No Device connected" error or incorrect scripts. I'm confused as to why it isn't working.
Why isn't it being displayed?
My webCamScript
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class webCamScript : MonoBehaviour {
public GameObject webCameraPlane;
// Use this for initialization
void Start () {
if (Application.isMobilePlatform) {
GameObject cameraParent = new GameObject ("camParent");
cameraParent.transform.position = this.transform.position;
this.transform.parent = cameraParent.transform;
cameraParent.transform.Rotate (Vector3.right, 90);
}
Input.gyro.enabled = true;
WebCamTexture webCameraTexture = new WebCamTexture ();
webCameraPlane.GetComponent<MeshRenderer> ().material.mainTexture = webCameraTexture;
webCameraTexture.Play ();
}
// Update is called once per frame
void Update () {
Quaternion cameraRotation = new Quaternion (Input.gyro.attitude.x, Input.gyro.attitude.y, -Input.gyro.attitude.x, -Input.gyro.attitude.y);
this.transform.localRotation = cameraRotation;
}
}
Solved
I found the problem, I had a custom texture on the plane which was stopping the camera texture from being inserted.
I presume it has something to do with the fact that you have your code wrapped in an if statement that is checking to see if you are running on a mobile platform. The editor will not be classed as a mobile platform and hence that code will be ignored

Use bluetooth game controller to play/stop video in unity vr

I have created a vr app in unity using google vr sdk. Currently i could click on the screen to start the video. When i use the vr headset, i need to use the bluetooth controller to play/stop the video. Can someone help me do this?
You need to identify how unity map your controller buttons, once you identify what button do you want to press and how unity mapped in his Input Manager (Edit->Project Settings->Input) you just need to call you function from the Update like this:
void Update()
{
if(Input.GetButtonUp("Fire1"))
{
playVideoFuncion();
}
}
Where playVideoFunction() is your own fuction.
In this example I used "Fire1" but maybe in your case is different.
For example for the Xbox Controller you have this configuration explained in Xbox 360 Controller Input on Unity
If you can't find anything related on your controller you can do something like:
void Update()
{
if(Input.GetButtonUp("Fire1"))
{
Debug.Log("Fire 1 Pressed");
}
if(Input.GetButtonUp("Fire2"))
{
Debug.Log("Fire 1 Pressed");
}
if(Input.GetButtonUp("0"))
{
Debug.Log("Button 0 pressed");
}
// Add more buttons and logs
}
There are maybe other ways to identify the input from random controllers but I don't know how. I needed the mapping for the Xbox controller and that page was useful.
You can create a script and attach to the video player so that when a user clicks on the player the commands are run. I assume you already have the unity package for Google VR(GVR). Add the following sample script and modify to suit your need.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class VideoPlayer : MonoBehaviour {
private bool _isPlaying;
// Use this for initialization
void Start () {
_isPlaying = false
}
// Update is called once per frame
void Update () {
if (GvrController.ClickButtonUp && _isPlaying) {
PlayVideo();
}
else if (GvrController.ClickButtonUp && !_isPlaying){
StopVideo ();
}
}
public void PlayVideo{
//Logic to Play Video
}
public void StopVideo{
//Logic to Stop Video
}
}

How to connect gaze input cursor with Bluetooth controller?

Hi I developed an app vr gaze app by watching tutorial.(https://www.youtube.com/watch?v=_YTVsLnK-XU) where when the reticle(VR gaze cursor) is clicked the cube will move upward.each time I click the cube it will move upward.actually the project works in unity.but after making it as an app. I used Bluetooth controller.but the gaze cursor is not selected by the controller. It's not working.even after clicking also it's not moving upward .Please help!
ma unity version is 5.5.2 the googlevr sdk version is v1.0.0
the code i used is
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveStoolUp : MonoBehaviour
{
// Use this for initialization
void Start()
{
}
// Update is called once per frame
void Update()
{
}
public void movestoolupward()
{
transform.position += new Vector3(0f, 1f, 0f);
}
}