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capture samsung gear vr touch input with unity

Discussion in 'AR/VR (XR) Discussion' started by rameshp, Mar 2, 2015.

  1. rameshp

    rameshp

    Joined:
    Feb 18, 2015
    Posts:
    10
    I have got the following UI going so far using NGUI + Unity4 and Oculus Unity Integration.

    Capture.JPG

    Could anyone please help me out with how can I capture the Samsung gear VR touch pad input using unity ?.
     
  2. rameshp

    rameshp

    Joined:
    Feb 18, 2015
    Posts:
    10
    Anyone anything ? :(:(:(:(:(:(. I am starting to go crazy here o_Oo_O
     
  3. curtfl

    curtfl

    Joined:
    Jan 9, 2014
    Posts:
    2
    sure, make sure you have the latest SDK (I have 0.4.3) and:

    Code (csharp):
    1.  
    2. Input.GetAxis("Mouse Y");
    3. Input.GetAxis("Mouse X");
    4.  
    Will return differential data, and
    Code (csharp):
    1.  
    2. Input.GetMouseButtonDown(0);
    3.  
    Will detect taps.
     
  4. charnold

    charnold

    Joined:
    Mar 31, 2014
    Posts:
    31
    Is it correct, that Input.GetAxis returns delta values? (I don't have a Gear VR yet)

    Is there a way to get the absolute positions where the finger is on the touch pad?
     
  5. s4wolf64

    s4wolf64

    Joined:
    Dec 5, 2014
    Posts:
    4
    yes touch pad Gear = mouse move
    Fire1 = tap touchpad
    keycode.quit = back boton
     
  6. VirtualMan

    VirtualMan

    Joined:
    Mar 5, 2014
    Posts:
    1
    Mhh I dont get it...
    Im trying to rotate an Object via Touchpad. Its rotating correcty the first time im touching the GearVR´s touchpad...BUT the second time i touch it the Object rotate instantly to a "random" degree. From that deegree on im able to rotate it correcty again. This Error appears every time i touch the pad.

    I hope someone can help me :)

    Code looks like this



    Code (CSharp):
    1. void Update ()
    2. {
    3. Mouse_X = Input.GetAxis("Mouse X");
    4. transform.Rotate(0,0,Mouse_X);
    5. }
     
  7. joschi27

    joschi27

    Joined:
    Jul 31, 2016
    Posts:
    9
    Please keep in mind that this is not a VR related question but just a misunderstanding of the unitymechanics. Please research on how to rotate objects in unity yourself, it's pretty well explained in the docs.

    The Mouse_X variable in your project probably reaches from -1 to 1. If you press the middle of the touchpad, it's 0, left side 1 and right -1. You need to either store the variable mouse_x_old when releasing the finger and continue rotating from there once you press again, or rotating with time.deltatime and an angle that you save.