Search Unity

Adapt Input.mouseposition functionality to controller

Discussion in 'Daydream' started by fmielke, Feb 21, 2017.

  1. fmielke

    fmielke

    Joined:
    Oct 17, 2016
    Posts:
    35
    I bought an asset (map to interact with: zoom, drag, ...) which is made for Standalone, Web and phones. I want to make it to support Daydream inputs, so make Daydream-ready asset out of it. The map is a Image.

    I started with the PointerEventData (from mouse to controller) stuff und copied many lines of code from GvrPointerInputModule. It works, the raycasts outputs from GvrPointerInputModule and map scripts are the same.

    Then i took a look to the dragging and zooming actions and found out that I have to translate every interaction from mouse/touch to GVR stuff.

    Is there any possibility to get easier to the goal? Maybe adding the right scripts to the right GameObjects?
     
  2. fmielke

    fmielke

    Joined:
    Oct 17, 2016
    Posts:
    35
    Okay, I did it. To answer the question on my own: Yes, every interaction has to be "transleted" to GVR.