Hey there, I've got a odd problem. I just started working AC into my Vive project file. Everything is going great. (I'm using Opsive's Third Person controller as well and VRTK to handle of the Vive controller interactions.) VRTK has a script for tracked controller that will just work with any world space canvas.
There is one strange issue I'm having, the InGame Menu work as expected with the cursor coming from my tracked controller. I can point and click at the menu button (in world space) to launch the Pause Menu. The strange thing is, every other menu except for "InGame Menu" uses the HMD's raycast to drive selection. Same as the 3D world space cursor script that is provided.
I just found it strange that InGame Menu worked out of the box as expected and all of the other Menu's were magically receiving input from the HMD's raycast. I'm sure there is some script automatically assigning cursor control. Anyone have any insights as to what script might be the culprit?
Thanks!
Comments
What are your input and interaction settings set to, and what version of AC are you using? A screenshot of the top half of your Settings Manager would be useful to see.
The key difference with the InGame Menu is that it is active during regular gameplay - whereas the other Menus are mainly set to work while the game is paused. If you're using Keyboard Or Controller input, that means they'll be controlled by changing the "active" menu item with inputs, rather than pointing the cursor over them.
I'm not too familiar with the Vive or using AC with HMDs in general, but one option may be to have the various Menus not pause the game when they're enabled, and instead disable Interactivity etc in your scene when they are open by using the Engine: Manage systems Action when they turn on.