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    Justin Scott
    @JScott
    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
    Also please rate it on the Unity Asset Store if you like it! I always appreciate word of mouth and feedback on what works and what doesn't
    Justin Scott
    @JScott
    Hoo boy. Cardboard SDK v0.6 came out a bit ago and I just got around to updating it. In standard Google fashion, their new reticle stuff is a bit difficult to set up because they don't want to make assumptions so I swooped in and made it an effortless and core part of CC+
    v3.5 is out with that and I'll be getting it on the Asset Store at some point soon I'm sure https://github.com/JScott/cardboard-controls/releases/tag/v3.5
    Pavlos Nicolaou
    @p4vlos
    Hello @JScott ! Is there any way I can change a bit your scripts so I can make the player walk towards when I pull the trigger? and where is this bit? thank you
    Justin Scott
    @JScott
    @p4vlos absolutely! That was one of the first things I did with CC+ when I first made it :)
    I don't have a code example ready to go but I can tell you exactly how to do it
    Pavlos Nicolaou
    @p4vlos
    thank you so much
    what I have to do
    ?
    Justin Scott
    @JScott
    I'd probably do something like adding a boolean in the character controller (walking?) that sets to true with CardboardDown and false with CardboardUp
    Then in your Update logic, do what you would normally do to move a character: probably adding a force for a rigidbody or just updating the position. The easiest thing is to just move it along the transform.forward of the Cardboard camera. I think Camera.main.transform.forward works?
    And wrap that in your boolean
    So when the trigger is down from the trigger.OnDown event, which sets the boolean to true, it moves forward exactly like you would for any other game
    And then when it comes up, trigger.OnUp flips that boolean off
    Make sense?
    Pavlos Nicolaou
    @p4vlos
    perfect
    Justin Scott
    @JScott
    That's what I like to hear :)
    Pavlos Nicolaou
    @p4vlos
    and I will add this to CardboardControlManager ?
    Justin Scott
    @JScott
    I would add it to your Character Controller directly. In the case of the Demo Scene, I'd put it in ExampleCharacterController.cs
    Pavlos Nicolaou
    @p4vlos
    okay perfect
    Justin Scott
    @JScott
    The less you touch stuff in the CardboardControl directory for your game, the easier it'll be to keep up to date as I roll out improvements. That's general good practice for Unity I'd say
    Pavlos Nicolaou
    @p4vlos
    thank you mate :)