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HMD driving 95% of World Space UI - how do I stop this?

edited September 2016 in Technical Q&A
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

  • Welcome to the community, @pixelvspixel.

    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.
  • Thanks Chris. I was do a little digging around and made a little progress. I had to manually add box collides to all of AC's menu plus another script for Motion controllers to interact with AC canvas. For some reason this wasn't spawning like normal. So it wasn't an input issue. I'm still pausing the menu as well.

    As far as version, I'm on the latest release of AC.

    Now my HMD, which is obviously marked as Main Camera will still drive UI selection as well, my big task is going to be to try and strip out the Main Camera as much as possible as it players very little role in my game over than they players view, that and dipping to black.

    Unless you have any really simple way of having the kit pretty much ignore the Main Camera. I realize it's an integral part to pretty much everyone else's game. 
  • If you don't assign an "active" GameCamera for the MainCamera to attach itself to, AC should actually do very little with it beyond applying fade textures.  However you could disable updates to the MainCamera with another Engine: Manage systems Action.
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