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    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 :)
    Justin Scott
    @JScott
    You're very welcome. It gets lonely in here without people asking questions so don't hesitate to reach out
    Pavlos Nicolaou
    @p4vlos
    haha
    Justin Scott
    @JScott
    Oh and totally let me know how using framework is. Unity doesn't give me a lot of ways to see how users are doing unless I pester people for Asset Store ratings
    Pavlos Nicolaou
    @p4vlos
    I feel you because I am working on 3 different projects and one is this one that I am using Google Cardboard
    Yea I will for sure
    Justin Scott
    @JScott
    And speaking of updates, @/all of you that integrate through the Asset Store (thanks for your support :o ) are getting CC+ v3.5.2 as soon as it gets approved. That's Cardboard SDK v0.6, super helpful Gaze additions, and simple support for the official Google reticle which the base Cardboard SDK makes really difficult to use for some reason.
    JScott @JScott slithers back into hibernation until someone has questions
    Pavlos Nicolaou
    @p4vlos
    @JScott I did what you said to me and the code has 0 errors I committed it so you can see it on github but I don't know what I am doing wrong with the packages. I followed the instructions to import the google sdk and also the CardboardControlManager but I didn't put them one as a child
    is this the problem?
    Justin Scott
    @JScott
    @p4vlos I saw the code you had in the PR and noticed that you're using Cardboard.SDK.Triggered. Look again at the code in ExampleCharacterController.cs and notice the event-based framework. Triggered is a boolean that you have to constantly poll for and will be true once per full click, if that. trigger.OnUp and trigger.OnDown are events that get sent off when the trigger is detected as going up or down
    You should be able to avoid using Cardboard.SDK anything. CC+ events cover the trigger handling for you
    I might be adding a moving forward example soon since I got a request from someone else today about it. I can only move so fast but it shouldn't be hard to add and it might help make more sense of the idea I'm trying to convey
    Pavlos Nicolaou
    @p4vlos
    ok I am still working on it and I will try to fix it
    Justin Scott
    @JScott
    @/all Another quick version out with some Gaze helpers and an example of moving forward by holding down the trigger https://github.com/JScott/cardboard-controls/releases/tag/v3.6.0
    Again, Asset Store will follow shortly
    @p4vlos I have an example of what I was trying to explain that you might find helpful: https://github.com/JScott/cardboard-controls/blob/master/CardboardControl/DemoScenes/Scripts/MovingCharacterController.cs
    Justin Scott
    @JScott
    @/all v3.6.1 is on the Asset Store now. Walking demos for everyone! https://t.co/qR8IYVqf2w