How to create controlls script in Unity 4.6? - unity3d

How can i make control script for Unity3D 4.6 ? Like rotating element with mouse and moving it with keyboard.

I imagine that you use uGUI.
In the case, you should control rotation of RectTransform.
this.gameObject.GetComponent<RectTransform>().rotation

Related

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

How Unity editor shows transform in scene

I'm creating a 2D game. It was configured as a 2D game since it was created.
When I selected a GameObject, in the scene their anchor, their size and their pivots were pointed out.
Suddenly this has changed, and it appears like if it were a 3D project, with a circle and all the axis around it, whatever GameObject I select. (Pic below)
How can I configure my Unity Editor to be like before? Maybe is worth it to say that in the top toolbar of Scene window there's still 2D mode selected:
Version: Unity 2018.3.14f1
You've set the Rotation Tool. I think you were using Move Tool before.
It's just a matter of which gizmo you see in the scene.
You may just press "W" on the keyboard.
Or press the Move Tool (first one in the images).
Further info on Unity Tools.

Move player in all directions with touch?, Unity

I was creating a basic scenario in Unity. Thi scene have 1 cube in the center of the room, and 1 camera(player).
I need to move the player around the cube like if was flying ( with movements at the top, bottom, left, right, inside and outside), very similar to when we move freely with the mouse on the development screen.
I need make this movement with the touch.
How can i to do?
Thanks!!
You can achieve almost all movements you want using a standard fps mobile controller: 1 joystick and a slide area for rotation. Your forward movement will be your player's forward direction(with W in unity you move always forward) and of course transform's left/right for strafe.
The tricky part is move up/down part(even in Unity editor you have to use 2 extra keys, Q&E) but you can always move up/down just looking in that direction.
if u use the unity standard asset 'cross platform input' (which is available in the standard asset pack for free,) then anything you program with a mouse event or click, will automatically call the corresponding touch event if use on a phone.

unity | disable eventsystem module input for one gameobject

I have a eventsystem with 2 inputmodules (gaze (for cardboard) and touch). The gazeinput is above de touchinput, so that is going to be used by unity as main inputmodule. Now i have 1 object that i want to trigger on touchinput, but that is not working because of the gazeinput. So my question is if it is possible to disable the gazeinput just for this 1 gameobject?
EDIT: the object is a menu button, located in the bottom-right corner. It moves with the camera.
thanks
use raycast. when your camera is seeing the gameobject on which you want to use the touch input. detect that the user is looking at the camera via raycast.
Attach a script (to the camera or an empty gameobject) that has the reference of both the input modules
When the player looks at the object(detected through raycast) in which you want to use the touch input. Simply disable the gazeinput.
And when the player looks away from that gameObject enable the gazeinput

Handling GearVR Touchpad input?

When I add an OVRPlayerController into a Unity3d scene and build and run the scene for the GearVR the built-in touchpad spins the camera around the vertical axis, which is redundant with head tracking. What do I need to change so that the touchpad instead allows the camera to move forward and backward, as if walking? Is there a thorough tutorial?
The Oculus SDK 0.4.3 comes with the support for the GearVR Samsung GamePad.
All you need to do:
import the SDK.
overwrite the projectsettings folder of your project with the one that comes with the SDK.
add the overplayercontroller to your scene.
add a gameobject below the overplayercontroller e.g. plane, quad... this will act like the ground (keep the player from falling)
add a collider to the gameobject e.g. mesh collider
then once you run it you will see that you can move around using the gamepad as well as turning the came around the vertical axis...
basically use any first person shooter tutorial for Unity3D and because the Oculus SDK comes with support for the gamepad you can quickly do this...
this link might help
https://www.youtube.com/watch?v=mbm9lPB5GPw