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    Pandaman3D
    @Pandaman3D
    Hey there. First off, thank you for your script! It works well for my Google Cardboard v1. Although, i'm having an issue with Google Cardboard v2. It doesn't seem to accept the tap. Even when I activate Tap is Trigger. Would you happen to know how to fix this?
    Justin Scott
    @JScott
    Currently the code looks for magnetic field data, which Cardboard v2 doesn't use. New framework code needs to be written for what I understand to be a screen tap instead. Unfortunately I don't own a Cardboard v2 and don't know how to mod one out of an existing Cardboard
    It'd be even easier than v1, screen taps are way less complicated than magnetic field vector math
    In fact, as someone who owns a v2, you could write up a pull request if you were so inclined. Both methods could even live side-by-side in different classes since they use completely different sensors
    Justin Scott
    @JScott
    @Pandaman3D For what it’s worth, I just used the donation money from CC+ to purchase the 2.0 model. You got me thinking about it and from what people have been saying it seems like it’ll be able to help a lot of people
    So hopefully you’ll see support for it in the near future
    pradeepsunovatech
    @pradeepsunovatech
    Hello JScott, I found your package. I tried to use it in latest cardboard sdk but didnt work out in my case. plaease can you provide me steps to use your package in version 2.0 . and prefab is also not opening in unity3d 5.x
    Justin Scott
    @JScott
    Hey @pradeepsunovatech. First, did you import the scripts via the latest unitypackage? A lot of the prefab issues come from people just importing the code directly in which Unity doesn't really handle all that well
    Second, I assume you mean Cardboard 2.0 in which case not yet. The updated model is shipping to me now which will let me build out the platform to support it but it currently was built with the original in mind
    You guys will be the first to know when it supports the new model of course :)
    Justin Scott
    @JScott
    v2 arrived today. In the middle of a job hunt right now but when things die down a bit I can start playing with the integration
    Justin Scott
    @JScott
    I think I have a working version that supports v2. Going to do more device testing and get it ready for release tomorrow
    Justin Scott
    @JScott
    @/all check out v3.2! Cardboard v2 support is added
    I also updated it all to the newest Google SDK
    and included that in the unitypackage by default
    crozuk
    @crozuk
    Is it me or is there no Unity package in the repo?
    Ignore me :S
    Justin Scott
    @JScott
    Found it in the releases? ;)
    It's not ideal to track binaries in git so I try to leverage github's release stuff for that best I can
    maximianoLeite
    @maximianoLeite
    How do I change the mouse click event for Bhutan on the joystick ?
    Justin Scott
    @JScott
    @maximianoLeite I'm not sure what joystick you're referring to. You can attach whatever method you'd like to the delegates though, so you're only limited by what Unity can handle.
    maximianoLeite
    @maximianoLeite
    ipega-9025-review-2.jpg
    @JScott I'm trying to put the onclick mouse event for this joystick.
    For example did a function that opens a window when I click on the button I want the joystick perform this action.
    sorry I forgot to mention that I will export to android.
    Justin Scott
    @JScott
    @maximianoLeite I think the answer lies in whatever event Android registers when it's connected to your joystick. This article about getting controllers working for Blackberry Unity games might give you an idea of the direction you need to go: http://devblog.blackberry.com/2013/06/blackberry10-gamepad-unity3d/
    It might take some trial and error but it's all just input codes to Unity
    maximianoLeite
    @maximianoLeite
    @JScott Thank'll tests
    Justin Scott
    @JScott
    @/all New version in GitHub, v3.3. I completely redid the magnet support and it's waaaay better. You should check it out! :D
    I'll give another shout when it's up on the Asset Store
    maximianoLeite
    @maximianoLeite
    @/all Wow
    Justin Scott
    @JScott
    Justin Scott
    @JScott
    v3.4 is up in the repo releases with a .unitypackage file. It adds a lot of good stuff and I think marks the point where I'm content with the features for now. I'll start advertising it a bit more again after I test it on a few more devices and make sure it's as robust as I want. So check it out and let me know what you think :)
    andrew solis
    @andrewsolis
    Hey @JScott . Thanks for the useful package, I'm relatively new to Unity and am trying it out. One thing I noticed is when I downloaded the Unity Package there was no Prefabs or Materials folder for the pointer. Do these still need to be downloaded manually? I saw that there were issues not importing the unity package and instead straight through the source so I was wishing to avoid that.
    Justin Scott
    @JScott
    @andrewsolis Weird! You're absolutely right that the prefabs are missing. I recreated the v3.4 unitypackage and it should be good now so please try it again and let me know how it goes.
    Making the unitypackage is a manual process so my guess is just my own human error on that one.
    andrew solis
    @andrewsolis
    Awesome they are now in the unity package. Still learning how it all works but I think I can start messing around with it now. Thanks a bunch!
    Justin Scott
    @JScott
    Let me know if there's anything I can help with. I show almost everything doing something in the demo scene so that's a decent place to start toying around