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While hovering over some of the buttons from my UI (built through UI Builder), I noticed that the buttons will only change color when my ray enters and exits the bounds of the screen (the UI in world space), (assuming it hovers over the buttons) but won't switch colors when hovering from one button without leaving the screen. I wanted to ask if you might know why this occurs and what exactly in your code manages hover events for a UI document and activates the style of buttons accordingly.
In my case, I am using the OVR Physics Raycaster script attached to my OVRCameraRig, the OVR RayCaster script that is attached to my worldSpaceUI GameObject (equivalent to the Tracked Devices Physics Raycaster script in the WorldSpaceUI toolkit gameobject in your scene) and I am using the OVRInputModule instead of the XRUIInputModule you have. I also used the default UIHelper prefab which comes with a predefined EventSystem and contains the OVRInputModule I mentioned. My intention was to use your setup with the Oculus Integration Asset instead of the XR Interaction Toolkit as I need it for other things. Note the UI I built works as expected for non VR use cases (i.e. as a screen overlay).
Thanks for your help and for making your work public!
The text was updated successfully, but these errors were encountered:
Hi Katas94,
While hovering over some of the buttons from my UI (built through UI Builder), I noticed that the buttons will only change color when my ray enters and exits the bounds of the screen (the UI in world space), (assuming it hovers over the buttons) but won't switch colors when hovering from one button without leaving the screen. I wanted to ask if you might know why this occurs and what exactly in your code manages hover events for a UI document and activates the style of buttons accordingly.
In my case, I am using the OVR Physics Raycaster script attached to my OVRCameraRig, the OVR RayCaster script that is attached to my worldSpaceUI GameObject (equivalent to the Tracked Devices Physics Raycaster script in the WorldSpaceUI toolkit gameobject in your scene) and I am using the OVRInputModule instead of the XRUIInputModule you have. I also used the default UIHelper prefab which comes with a predefined EventSystem and contains the OVRInputModule I mentioned. My intention was to use your setup with the Oculus Integration Asset instead of the XR Interaction Toolkit as I need it for other things. Note the UI I built works as expected for non VR use cases (i.e. as a screen overlay).
Thanks for your help and for making your work public!
The text was updated successfully, but these errors were encountered: