Thanks for your help, I finally managed to make it work with your leads. I had to use the default WaveVR prefab, I attached the WaveVR_ControllerLoader.cs script to the head. Then I implemented the following listener: WaveVR_Utils.Event.Listen(WaveVR_Utils.Event.CONTROLLER_MODEL_LOADED, OnControllerLoaded); Where I assigned the loaded controller to a GameObject. Then, as you mentionned, I used this GO to get transform properties: this.rightController.transform.rotation;
this.rightController.transform.position; And input properties: WaveVR_Controller.Input(m_wvrDevice).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Touchpad); Sorry for the late reply. Regards,
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I will start by explaining my situation.
I'm now working on an application and I'm using two principle assets.
A part of the unity VR sample asset, and the CurvedUI asset.
To make my application working I need to get two things:
#1 - The realtime position and rotation of the controller.
I've already been able to get it by using
Is there a more "optimized" way to reach this goal?
#2 - The realtime input state.
Here I can't find a way to get trigger/touchpad click event, and I have to admit the documentation is a bit blurry to me.
Is there an equivalent in unity of this native method?
WVR_GetInputButtonState(WVR_DeviceType type, WVR_InputId id)
@Tony PH Lin @JustinVive
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