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Easy Input for Gear VR and Oculus Go [Released]

Discussion in 'Assets and Asset Store' started by greggtwep16, May 2, 2017.

  1. barkest

    barkest

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    Hi I have just purchased a GO and am looking at your product. The issue I have is that when I hit play in the game window I get VR SDK Oculus failed to initialize. Despite my best efforts I am stuck at this point. Will this situation affect being able to run your package? (unity 2018.20f2 and Oculus Utilites 1.27.0)

    btw I can build fine to the GO and adb devices sees it, just cant use play mode

    thanks
     
  2. greggtwep16

    greggtwep16

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    In general you place it on the object that you want to control. So for a gaze pointer which is gaze based you'd want to place it on the object that is represented your head (which in VR is usually your main camera set to both eyes). The laser and curved laser you want to place on the object that represents your hand. The combo pointer actually switches back and forth between a gaze and laser pointer based on which one you pressed last so you can't attach it to both. For this reason you'll see in it's inspector an entry for you to drag your head and hand onto it. The component itself can be attached to any object because of the inspector entries.

    As far as it not working I'm assuming this in one of your own scenes and not the examples? Certainly let me know if you had the pointer on the right object based on the above description.
     
  3. greggtwep16

    greggtwep16

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    This is actually an issue with the newer Oculus runtimes and not my product.

    https://forums.oculusvr.com/develop...rtual-reality-sdk-oculus-failed-to-initialize

    That being said in editor, due to the way my product works it should still function normally. If you hit play on the examples if you hit left ctrl+ left mouse click drag the pointer does move correct?

    My product in editor actually emulates everything and doesn't use the Oculus SDK at all so that's why it works and regular stuff using the Oculus SDK directly don't. If you have to use any of the Oculus stuff directly bypassing my product then at the end of that thread there is a workaround that deals with the order in which you did things at the start.
     
  4. voidfeeder

    voidfeeder

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    Hello again! :)

    What would be the best way to implement physics acceleration / force to the StandardLookDpadController script?

    I am thinking I can just use the CustomDpadController script, but I would also like to access the analog input values of the Dpad for more precise controls.

    Thank you!
     
  5. greggtwep16

    greggtwep16

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    Either modifying the standard one or using the custom one would work. Both have access to the values. The one with the least work would probably be to just modify the part you are using on the standard controller (most likely local position) to use the physics addforce, instead of just moving the player.

    The custom controller events send the touch data so you have the values if you want to use that as well, it's really up to you.
     
  6. garyhaus

    garyhaus

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    Hello I am having some issues after just purchasing this. On Mac Unity, 2018.2.2f1. Receiving errors in Console:

    Assets/Oculus/VR/Scripts/OVRPlugin.cs(2927,15): error CS0103: The name `OVRP_1_15_0' does not exist in the current context
     

    Attached Files:

  7. greggtwep16

    greggtwep16

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    This is an issue with Oculus runtime 1.27 on Mac. More information can be found in this thread.

    https://forums.oculusvr.com/develop...or-when-loading-in-oculus-utilities-for-unity

    In editor my product doesn't use the runtime so you could either just ignore it (error won't appear on device) or revert to runtime 1.26 (previous version) until they fix it, or employ the workaround in that thread.
     
  8. garyhaus

    garyhaus

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    Thanks. I will take a look at your link... Or just ignore since you stated it works on the device.
     
  9. voidfeeder

    voidfeeder

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    I am not sure how to pass the value of the DPad touch controller. When I set the custom controller to change a float function I am only able to input a pre-defined float value.
    Screen Shot 2018-08-09 at 9.05.58 PM.png
     
  10. greggtwep16

    greggtwep16

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    The signature of the method you created (looks like your function is goForward in PlayerMovement script) should look like the following (if not change to it).

    public void goForward(InputTouch touch)
    {
    //your stuff here
    }

    touch will have all the data related to it including the position. You'll also want to add a using statement for the EasyInputVR.core namespace so that InputTouch is defined.
     
  11. voidfeeder

    voidfeeder

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    I want to multiply a vector3 force direction (also need to find out how to add the directions based on local Main Camera....), but InputTouch does not pass a value? I am probably just a C# noob, but am not sure what the datatype even is for InputTouch.
    Screen Shot 2018-08-09 at 9.22.56 PM.png

    Also wow thank you for such a quick reply.
     
  12. greggtwep16

    greggtwep16

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    InputTouch has the following.

    Code (CSharp):
    1. public Vector2 currentTouchPosition;
    2. public Vector2 originalTouchPosition;
    3. public Vector2 previousTouchOriginalPosition;
    4. public float currentTouchBeginTimestamp;
    5. public float previousTouchBeginTimestamp;
    6. public EasyInputConstants.TOUCH_TYPE touchType;
    7. public EasyInputConstants.SWIPE_TYPE swipeType;
    You can reference touch.currentTouchPosition for the touchpads current 2D position or just touch.currentTouchPosition.x or y if you wanted them individually.
     
    voidfeeder likes this.
  13. tomekkie2

    tomekkie2

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    I am just wondering if you could add a feature which is possibly beyond the main scope of the asset, but I would find it very useful.
    You have some sliders wit no action assigned to it in the GUI navigation scene. You could consider putting some quality settings there. Like antialiasing, resolution scales, etc. It would be nice to have an ability to test these setting live in the scene. My general impression of 3d scenes built in Unity for GearVR and OculusGo is that I it is a shortsighted view. Using the default settings I can see close objects sharply but distant objects much jagged ar blurry. Once I have got the input in my app working perfect, I would like to find the best quality settings.
     
  14. imaginethepoet

    imaginethepoet

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    Good Evening,

    I'm trying to understand how which script to attach so I can use the touchpad to simply create a Left Right Up event set. I thought I had it working, but It looks like I also have to write the event different to get it to actually trigger. I believe I need to use the custom dpad script.
     
  15. greggtwep16

    greggtwep16

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    I'll mess around with this, I'm not sure changing that at runtime is going to go well. That stuff is usually best played with on your lowest supported device after the bulk of your game is in place (so that you know if you'll still hit your fps targets after turning things up/down). I also don't know how well runtime changes are on the Go. In the past, desktop seemed to always be fine at runtime but android sometimes needed an app restart anyways.
     
  16. greggtwep16

    greggtwep16

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    Yes the customDpadController with the direction mode set to 4 (up, down, left, and right) would be the best way to achieve this.

    It should definitely always fire the event as long as the press is outside of the deadzone you set.
     
  17. eovento

    eovento

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    Good evening!
    First, thank you very much for making this asset, it looks really helpful and clearly you put lots of effort on it.

    However, I've been playing around it for the last two days and have been facing some difficulties and would like to reach for you first.

    1) Teleport - It works perfectly on an open plane. But in real scenarios it won't work properly if there is anything in between the current calupse's position and the destination. This is awesome to avoid passing through walls, but some times we just wanna teleport around a bed. Even if we are seeing the mark on the floor, it won't allow us to teleport unless we teleport a little aside until facing a straight line towards destination. In other words, I have to contour all the objects, even small ones.

    Sometimes, also, I have this bug in which the "rainbow" from the teleport starts before the cube - as a full rainbow coming from behind me and passing through my hand/cube and following to it's right place. If I unclick and click it again, it might not happen again. (In cases it helps to know, I configure it to show the rainbow only while I'm pressing the button, not the "always" option).

    2) Grabbing - Many times my grabbed object starts spinning on it's X axis. Then if I drop and catch it again it might not happen... then happens again... kinda randomly. I don't know how to fix this, although it gets better when I check "block movement" - but I don't want to block capsule's movement, users need to walk while holding an object.

    Also about grabbing, is there a way to limit the distance in which I can grab something. I don't want to be able to grab an object on the other side of the room. I would like to establish something close to an arm-distance. Limiting the laser distance doesn't affect it - just makes it harder to aim. ;D

    3) I followed your Documentation, but things like Instance Controller and the importance of having Easy Input Module not only for GUI functionality, but also for teleport to work properly was never mentioned.

    4) I made prefabs of all objects from Pointer Exemple scene, and placed them in my project scene. For some reason it doesn't work so good and doesn't look so nice outta sampel scene. It would really help users if, apart from scenes, you provided basic prefabs, ready to go. Like "Grab and Teleport Player", with all scripts attached and linked objects/prefabs. Following the documentation is not being enough.

    5) Reticle disappears if you configure Teleport Mode to "Show Laser on Condition Start" (in my case, Touch Click Pressed).

    I know all functions do work as I can see it working on the Pointer Examples Scene, but I am struggling to make things work when out of your scene. I was not expecting any drag and drop process, I've been working with VRTK for an year now, builded lots of projects for HTC Vive, so I have a small share of experience on this specific subject, but... I'm struggling here. :)

    Thank you for your product and your time,
    Any help will be very appreciated. :)
     
  18. greggtwep16

    greggtwep16

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    Thanks for the feedback. Responses below.

    1. I can't say I've experienced this. If you're in a small room have you modified the curve angle so that it arcs faster so you can teleport smaller distances? Or are you saying even when it hits the floor it won't let you teleport? As far as the laser being not in the right position, can you let me know how to reproduce?

    2. Grabbing distance is set by your laser/reticle distance, it won't grab beyond this. As far as the spinning do you by any chance have allow swipe for rotation enabled? If so its because you are moving a bit on the touchpad.

    3. I will certainly update the docs.

    4. I'll certainly look into prefabs but the product is very component oriented. Things like "grab and teleport player" aren't really possible to put into one prefab because you're teleport receiver needs to go on the ground, the grab reciever on your grab object, and the laser on your hand. These are separate objects and can't really be "bundled" into a one size fits all prefab.

    5. Most of the times when you have a conditional teleport you want the laser and reticle to show only when you meet the condition. Are you saying you only want the laser conditionally but not the reticle?

    Certainly let me know the answers to the above questions and I'll try to add some of the requests.
     
  19. jk15

    jk15

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    When using a laser pointer with a reticle, the reticle slowly animates back towards the controller. What's causing this?

    Thanks.
     
  20. greggtwep16

    greggtwep16

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    The component is essentially scaling the reticle based on distance to make it appear the same size all the time. I can reproduce that things aren't exactly correct and large distance changes make it change size. I'll try and get this fixed in the next update.
     
  21. jk15

    jk15

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    Thanks for that - also, is it possible to have the laser pointer for grabbing and moving things with the trigger, but then using an arc teleport when clicking the pad?
     
  22. greggtwep16

    greggtwep16

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    Yes the two aren't exclusive, since it's the respective receivers that control the behaviour. That being said you usually want a straight laser for grabbing and a curved one for teleporting. The pointer example shows how to switch between the two.
     
  23. jk15

    jk15

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    Great - thanks again.
     
  24. CircusCharlie

    CircusCharlie

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    Hi, Thanks for making such an awesome asset.

    I am facing an issue with adding the controller. When I go to Window->EasyInputGearVR->MoveControllerModelToPrefab I get the following error "You must have the Oculus Utilities imported in order to move the controller model into a prefab"...

    I have already imported the Oculus Utilities.

    Even in the recommended settings window it says "Oculus utilites aren't downloaded or imported".

    But I am pretty sure that I have imported them.


    please help me. Thank you
     
  25. chrisrolf

    chrisrolf

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    Hello: Great product that has helped me a huge deal. I just wanted to ask if you could possibly let me know how to use this plugin to grab an object with the Gear VR Controller and have a panel/pop-up window appear once the object is grabbed. Huge huge thanks if possible.
     
  26. greggtwep16

    greggtwep16

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    The latest Oculus runtime changed their folder structure. This is fixed in the latest beta if you want to get this early email me your invoice number and I'll be happy to email it to you. Otherwise it will likely hit the store either late next week or early the week after.
     
  27. greggtwep16

    greggtwep16

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    Is it the grabbing part that your having issues with or popping up a panel or both?
     
  28. chrisrolf

    chrisrolf

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    both actually. I can use the grab function with your example -- but how to apply it with a pop up window is what I'm having trouble with. Thank you!
     
  29. greggtwep16

    greggtwep16

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    You would query the variable grabMode in the grab reciever. That being said I should expose these as events so that you don't have to do that. I would presume you'd want to enable the panel on grab and disable it on release?

    I can add the normal 3 events onGrabStart, OnGrab, and OnGrabEnd over the next few days if that helps. Certainly let me know if you needed some other variation other than those 3.
     
  30. chrisrolf

    chrisrolf

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    Huge thanks for your response. No I think those 3 are perfect. Many thanks! How do I get those events from you?
     
  31. greggtwep16

    greggtwep16

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    If you send our support email your invoice number I'll mail them to you early so you don't need to wait for it to be approved on the store.
     
  32. CircusCharlie

    CircusCharlie

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    Cool, I am sending you the invoice. Please send me the beta. Thank you so much.

    Can you give me your email id?
     
  33. eovento

    eovento

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    Thank you very much for the quick response. I have played a lot with your asset and it has really helped me. Will be my pleasure to leave you an awesome review both for product and support.

    1. About the Teleport, sometimes if I am near the corner of a bed, for instance, and want to just turn the corner, even if the arch touches the floor, it won't allow me, as the collider of the bed is in the way of a straight line from A to B. I will have to teleport a little aside, then a little ahead.

    2. I also noticed a teleport issue when the "ground" is not a plane. In my project the "ground" is thick, 12 meters in the Y axis, and teleport was sinking my capsule into the ground (which is a cube object). The way I fixed it was by compensating on the "Y Axis Offset" on Standard Teleport Receiver - I added 12 to the 1.06 default, as it would count from the center of the object, and now it's just fine.

    3. Colliders will work great avoiding the capsule from crossing walls and teleporting inside other objects with colliders. But for some reason if moving using Standard Look DPAD Controller, you might pass through other objects with colliders, which is a very weird behaviour and I can't understand why this happen. I experimented facing objects and teleporting into them (not allowed, perfect), then just walked through them with DPAD... haha

    4. Teleport creates a new game object with no components on it... what is it's purpose?

    Thank you very much, and have a great day!
    Daniel
     
  34. eovento

    eovento

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    Also, is there a way to access the proximity sensor?
    I would love to link functions to this...

    Thanks again!
     
  35. greggtwep16

    greggtwep16

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    I scanned the latest Oculus SDK and don't see any way to currently access it. Various forum posts seem to indicate that this might be coming in the future but doesn't look like it's currently possible yet.
     
    eovento likes this.
  36. eovento

    eovento

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    Thank you, Greg! I have just written you a review on the Asset Store today; your product is amazing.

    I was thinking about a feature which would really enrich the package. Have you tried that "Rampage" game from the Oculus Store? It's like a King Kong kind of thing... the point is: the way you move the character. It uses the Oculus Go controller to walk based on the movements you physically make up-and-down. It's something well used on Vive, but it's the first time I see this implemented on Oculus Go. And it's absolutely amazing, would love to be able to walk based on this movements, instead of teleport or touch pad. As for some reason it helps on avoiding motion sickness over time. I think it's more believable to the body as you are actually doing some physical movements together, and not only seeing things moving and passing by while you are still.

    Anyways... is it a reasonable update to expect on your product? :)

    Thank you a lot,
    Daniel Ribeiro
     
  37. greggtwep16

    greggtwep16

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    I'm a bit hesitant to do this for a couple of reasons, I'm not saying no from a technical perspective it's possible, I'd just like your thoughts and others on this.

    1. Standing up in Gear VR/Go (3DOF) is different than PC VR (6DOF). If you lean because only orientation is tracked you will get motion sickness, but more importantly dizzy and when you are standing that's not a good thing. If you don't lean, you don't have an issue but sometimes it's hard to not do natural motions out of instinct and I'm not sure doing this in only 3DOF is a wise thing to do.

    2. Does the already available stuff not work from the store on the Go? I know there are a few like VR step, I would have expected them to work cross platform and be able to be used side by side.
     
  38. eovento

    eovento

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    1. I'm not sure if I understood the "leaning" mentioned. I do not lean; I just move my hands up and down and the capsule is gonna move towards the direction I am looking at (give it a try with "Rampage VR" on Oculus Go and you'll know exactly how it feels). Of course I can only talk from my experience, but I've never got motion sickness through this approach. And I DO get motion sickness using solutions as the controller on your FPS scene - to me this one is an absolute no-go for VR headsets. The controller on the Pointer Examples is great, but I prefer cutting off Left, Right and Backwards - allowing the user to move strictly into the direction he is currently facing (no sideways, no backwards, as it's the perfect formula for motion sickness).

    Also, why you say standing in 3DOF is not good? I play all my games standing on Go.

    2. Apart from yours, I haven't tried other solutions for mobile VR. I do work as developer in a VR company, and having been working a lot with VRTK for HTC Vive. This is the most helpful (to me) asset on the store (together with yours now), the two must-haves for VR developers. But VRTK would not work with Oculus Go controller. Would you suggest an asset? But I would strongly prefer having it from you, as I know what quality and functionality to expect.

    Thanks, and have a great day! :)
     
  39. greggtwep16

    greggtwep16

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    I downloaded it and it was different than I thought (not real steps). Just forward and backward swinging propel you forward that can be used either standing or sitting. I can certainly implement this over the next few weeks.

    As far as your comments it's important to note that there is no one size fits all for VR. You and I with strong stomachs are actually in the minority. You can read the reviews for the controls on Rampage VR to get this sense as well, and there are a number of talks on youtube that delve into the subject in depth.

    When you get disoriented while sitting you can generally take a break no harm no foul. While standing though there is a chance of a nasty fall. In 3DOF almost anyone will get disoriented if you actually move yourself because it's only tracking orientation. Obviously you're cognizant not to move or lean but not everyone is and some get disoriented by smaller movements (like the gentle up and down when walking in place which I thought was the scheme you were talking about). Standing and disorientation is not a good recipe.

    That all being said this control scheme isn't any of that and I can certainly add it.
     
  40. MarieScala

    MarieScala

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    Hi ! :)

    Thanks for the module ! Quick question, sorry if already ask but I didn't found it. I would like to have all the 3 buttons of the oculus go controller to trigger the OnClick for UI. Is there a quick proper way to do that ?

    For 3D object with pointerClickReceive, I just add // before the button conditon :p

    Thanks in advance !
     
  41. greggtwep16

    greggtwep16

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    Unity UI's are governed by the input module not the receivers. By default it works like the Oculus home screen and just responds to trigger, but I can certainly add an option to do both buttons (touchpad click and trigger). The home button is reserved by Oculus and the back button has strict guidelines and they will reject your app if you don't follow the normal flow with it.
     
  42. MarieScala

    MarieScala

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    Thanks for this fast answer, would love to have this option ! I tought it was already somewhere and I missed it.
     
  43. greggtwep16

    greggtwep16

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    Will do, I already have a couple things in the queue but I'll add this as soon as I can.
     
  44. eovento

    eovento

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    Thanks. :)
    It was only one example. I believe there are a variety of ways to explore the motion on the controller.
    Oculus has that Dead and Buried game in which you have to quickly move it left-and-right in order to reload your gun. Or quickly move it up-and-down to put it back on your belt. Again, just examples... would be amazing to explore controller motion possibilities on your asset.

    ====

    But now I have an issue in priority... I am working on a project without controller, just the gaze pointer (not even tap - no button interactions). So the pointer would be used to access things by staring at it for a few seconds. Is it possible to accomplish it with your product? I've been searching on the documentation but could not find a way. I have several objects around the scene with the Standard Pointer Receiver script attached, and it work great. But I would need it to wait. Something like "long press" for the gaze pointer.

    I know I can make a coroutine, but I wonder if there is anything native on your asset that I am missing or overlooking.

    Also, how can I change the reticle? Let's say I would like the "point" to become that "loading disco" once it hoves upon a point of interest - which takes X seconds to be filled up and call the function.

    If the "loading disco" is too complicated, would it be a way to simply substitute the gaze point for another object?
    (I believe it's kinda complex as reticles should keep the same size throughout all distances... that's why I am recurring to you.)

    Thank you very much! :)
    Daniel
     
  45. greggtwep16

    greggtwep16

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    The api for the motion data is there so all of the possible control schemes are already possible. Premade ones aren't but I can certainly add some of the more popular ones just let me know what in other games you like.

    I don't currently have a timed click receiver but can add one. I'll move this to the head of my growing list and can probably get it done by the end of next week. My list of additions from others is growing as well, so if I forget something remind me but I'll prioritize the timed click for now.

    As far as swapping the reticle simply change the pointers gameobject and disable the previous gameobject. The scale of your new object should be similar to the original if you want them the same size when you're swapping them on the fly. It's just a normal gameobject though so anything you wish sphere, crosshairs, etc. can be used.
     
  46. FranknSon

    FranknSon

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    Having issues using it with network manager in unity and Oculus GO and good example =s?
    '
     
  47. greggtwep16

    greggtwep16

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    Easy Input is an input asset and isn't related to networking so any of the normal Unity guides will help you get started. It doesn't have anything in it to help or hurt with the process of networking your game.
     
    Last edited: Sep 28, 2018
  48. tepo_01

    tepo_01

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    So far this product is great!!
    awesome work!

    I would love if there are another way to move.

    For simple 3DOF games teleportation is a simple, but effective way to get from one point to another. If you had a sample scene where I could click on a "glowing orb" (or lack of a better example) and then teleport to that area, that would be awesome!

    Thanks!
     
  49. greggtwep16

    greggtwep16

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    The pointer example with the curved laser has teleporting in it. That example has the teleport receiver on the whole ground but you can certainly just put it on orbs if you want to restrict the player more.
     
  50. beowulfkaine

    beowulfkaine

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    I'm having an issue with a new basic scene. The controller shows up on the screen in this case its the sample cube, but its way off to the side and faces a different direction. Am I missing a setup that makes it normilize facing forward like in the demo scene?