Comments (4)
Good catch! We'll get that fixed.
from newtonvr.
I think I missed how exactly to enable/setup teleporting with Newton VR?
from newtonvr.
@starsoccer, drop the NVR Example Teleporter (script) onto each hand. My only suggestion with the teleporter would be having a toggle switch to choose between mid-trigger, full to teleport vs. full trigger, then release to teleport. Otherwise I thoroughly enjoy using the grip buttons for interactions. Although most new folks don't even realize those buttons are there.
from newtonvr.
We fixed this :)
from newtonvr.
Related Issues (20)
- Offset colliders break interactables
- VR does not exist in the namespace HOT 2
- NVR Interactable Item - OnUseButtonDown fires before 1f HOT 2
- Option for hand controller always-on physics? HOT 1
- Spawn interactable item to hand
- Reset orientation not working
- Not working with Oculus HOT 2
- Issue with Fast Moving Game
- The FlowerGun example is firing the wrong direction. HOT 1
- Documentation out of date HOT 2
- Custom Hand Issues
- How can I detect when the headset is successfully tracking?
- Oculus Rift CV1 Key mapping error HOT 3
- Teleport script breaks using Unity
- Unity project broken HOT 1
- How can I test the example by using HTC VIVE?
- NewtonVR compile error after SteamVR update. HOT 1
- Updated SteamVR 2.0.1 compatibility HOT 6
- Oculus Quest Support HOT 1
- [NewtonVR] Critical Error: Oculus / SteamVR not setup properly or no headset found. UnityEngine.Debug:LogError(Object) NewtonVR.NVRPlayer:SetupIntegration(Boolean)
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