Comments (3)
UPDATE: The described behavior seems to be caused by introducing a canvas after startup. If I enable the second canvas from the outset (i.e. it is active and seen by the event system during Start()), then it can be interacted with normally. So, I've just kept it active and simply switch it's position in and out of view to mimic enable/disable.
So, the gaze pointer behavior is default for canvases added mid-game, it seems. Thoughts?
from newtonvr.
Yes, seems like the foreach GameObject.FindObjectsOfType in Start() of NVRCanvasInput does assign the world camera to each canvas once.
There are cases where the HUD is spawned from prefabs, and those get the wrong camera (hud eyes), so you end up with a misconfigured hand, which looks and acts like a gaze pointer.
Not sure how to approach it, just dug into the topic for 15 minutes and the ControllerCamera is not really accessible. Event systems and broadcasts aside, maybe create a dynamic canvas script that you could attach to your canvas. It should look up the ControllerCamera for the UI and assign it as worldCamera on the canvas.
from newtonvr.
I just updated to Unity 5.6.0f3 and the latest NewtonVR. It seems the coroutine that spawns the Controller UI Camera isn't running beyond the yeild return null and hence Canvases that are enabled upon scene start do not get the Controller UI Camera assigned as their Event Camera.
from newtonvr.
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from newtonvr.