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Steam VR Newbie question: SetActive on a TeleportPoint permanently shows it

Discussion in 'AR/VR (XR) Discussion' started by ekergraphics, Mar 18, 2017.

  1. ekergraphics

    ekergraphics

    Joined:
    Feb 22, 2017
    Posts:
    257
    If you drag a teleport point from the SteamVR Interaction Prefabs into a group of objects in your scene, which you then use setActive on to show during runtime, unlike the default behavior that only shows the point when you hold down the thumb pad, that teleport point will then always be visible.

    Anyone found a way to fix this?
     
  2. ErikaRiveros

    ErikaRiveros

    Joined:
    Jan 28, 2019
    Posts:
    1
    In Teleporting prefab the script teleport, you have tu change de line teleportMarker.gameObject.SetActive( false ) for true, this line is in the function HidePointer.
     
  3. markjanzen88

    markjanzen88

    Joined:
    May 31, 2017
    Posts:
    68
    is this the only thing you need to change? i tried this and i still get the same teleport point visible issue
     
  4. markjanzen88

    markjanzen88

    Joined:
    May 31, 2017
    Posts:
    68
    bumping this to see if anyone has any ideas on how to fix this

    edit: the only workaround i could find is using multiple scenes and a scene manager script linked to UI buttons...
     
    Last edited: Mar 13, 2019