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I'm new to VR development,I'm using oculus integration so I made a ray line with the line renderer , but now I need to make this line interactive with everything like a gaze pointer (objects,UI, Scrolls..),, I'm testing my project on Oculus Go

screenshot of my project  here

I have tried a lot of tutorials but no one focuses on this point.

Here's my attempt at the code:

RaycastHit hit;
if(Physics.Raycast(transform.position,transform.forward ,out hit,0.8f))
{
    if(hit.collider != null)
    {
        if (OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger)) 
        { 
            go = hit.transform.gameObject;
            go.SetActive(false);
        }
    }
}

This works for objects but not with UI like how a GazePointer works.

See Question&Answers more detail:os

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I was also interessted in something like this so I got a bit deeper into the mentioned SteamVR Laser Pointer Menus.

The general idea is quite simple:

  • On all interactable UI use BoxCollider
  • Then you can simply stick to Physics.Raycast
  • If pointing on a UI element additionally fire the according EventSystems.ExecuteEvents

In reality this looks a bit more complex. I created my own script based on the steamvr_laserpointer.cs but had to change it a lot in order to cover most of the interactions.

It is not fully working yet - while it basicaly already works perfect for 3D objects and simple button interactions I have a little trouble getting the dragging to work properly. But I hope this is a good startpoint for everyone trying something similar:

LaserPointerController.cs

(Originally based on steamvr_laserpointer.cs)

This is attached to your controller GameObject. It will create a child object "LaserHolder" which also has a child "LaserPointer". The "LaserPointer" is basically simply a cube which is scaled so it looks like a laser beam.-

#define USE_CUSTOM_EDITOR

using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
#if UNITY_EDITOR && USE_CUSTOM_EDITOR
using UnityEditor;
#endif

public class LaserPointerController : MonoBehaviour
{
    #region Inspector

    [Header("Pointer Settings")]
    [Tooltip("Should the LaserPointer origin have an offset to the controller position (in local coordinates)?")]
    [SerializeField] private bool useOffset;
    [SerializeField] private Vector3 offset = Vector3.zero;

    [Tooltip("The maximal distance of the laser pointer (in Unity Units)")]
    [SerializeField] private float maxPointerDistance = 5f;

    [Tooltip("Should the laser have a Collider attached?
Useful for e.g. directly using OnTriggerEnter

Note: This will use Physics.RaycastAll which is less efficient.")]
    [SerializeField] private bool useCollider;
    [Tooltip("Should the laser Collider be a trigger?
Has to be disabled to e.g. use OnCollisionEnter")]
    [SerializeField] private bool colliderIsTrigger;
    [Tooltip("Should the laser additionally have a RigidBody?
Required for some types of collisions.")]
    [SerializeField] private bool useRigidBody;

    [Header("Style Settings")]
    [Tooltip("Should the laser change its Color when pressed")]
    [SerializeField] private bool changeColor;
    [Tooltip("Should the laser change its thickness when pressed")]
    [SerializeField] private bool changeThickness;
    [Tooltip("Color of the Laser in idle")]
    [SerializeField] private Color idleColor = Color.red;
    [Tooltip("Color of the beam when pressed")]
    [SerializeField] private Color pressedColor = Color.green;
    [Tooltip("Thickness of the laser beam")]
    [SerializeField] private float idleThickness = 0.005f;
    [Tooltip("Thickness of the laser beam when pressed")]
    [SerializeField] private float pressedThickness = 0.007f;

    [Header("Debug")]
    [SerializeField] private bool isPressed;
    [SerializeField] private Vector3 pointerPosition3D;
    [SerializeField] private Vector2 pointerPosition2D;

#if UNITY_EDITOR && USE_CUSTOM_EDITOR
    [CustomEditor(typeof(LaserPointerController))]
    private class LaserPointerControllerEditor : Editor
    {
        private SerializedProperty useOffset;
        private SerializedProperty offset;

        private SerializedProperty maxPointerDistance;

        private SerializedProperty useCollider;
        private SerializedProperty colliderIsTrigger;
        private SerializedProperty useRigidBody;

        private SerializedProperty changeColor;
        private SerializedProperty changeThickness;
        private SerializedProperty idleColor;
        private SerializedProperty pressedColor;
        private SerializedProperty idleThickness;
        private SerializedProperty pressedThickness;

        private SerializedProperty _isPressed;
        private SerializedProperty pointerPosition3D;
        private SerializedProperty pointerPosition2D;

        private void OnEnable()
        {
            useOffset = serializedObject.FindProperty("useOffset");
            offset = serializedObject.FindProperty("offset");

            maxPointerDistance = serializedObject.FindProperty("maxPointerDistance");
            useCollider = serializedObject.FindProperty("useCollider");
            colliderIsTrigger = serializedObject.FindProperty("colliderIsTrigger");
            useRigidBody = serializedObject.FindProperty("useRigidBody");

            changeColor = serializedObject.FindProperty("changeColor");
            changeThickness = serializedObject.FindProperty("changeThickness");
            idleColor = serializedObject.FindProperty("idleColor");
            pressedColor = serializedObject.FindProperty("pressedColor");
            idleThickness = serializedObject.FindProperty("idleThickness");
            pressedThickness = serializedObject.FindProperty("pressedThickness");

            _isPressed = serializedObject.FindProperty("isPressed");
            pointerPosition3D = serializedObject.FindProperty("pointerPosition3D");
            pointerPosition2D = serializedObject.FindProperty("pointerPosition2D");
        }

        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            DrawScriptField();

            EditorGUILayout.PropertyField(useOffset);
            if (useOffset.boolValue)
            {
                EditorGUILayout.PropertyField(offset);
                EditorGUILayout.Space();
            }

            EditorGUILayout.PropertyField(maxPointerDistance);

            EditorGUILayout.PropertyField(useCollider);
            if (useCollider.boolValue)
            {
                EditorGUILayout.PropertyField(colliderIsTrigger);
                EditorGUILayout.PropertyField(useRigidBody);
            }
            else
            {
                colliderIsTrigger.boolValue = true;
                useRigidBody.boolValue = false;
            }

            EditorGUILayout.PropertyField(changeColor);
            EditorGUILayout.PropertyField(changeThickness);

            EditorGUILayout.PropertyField(idleColor);
            if (changeColor.boolValue) EditorGUILayout.PropertyField(pressedColor);

            EditorGUILayout.PropertyField(idleThickness);
            if (changeThickness.boolValue) EditorGUILayout.PropertyField(pressedThickness);

            if (EditorApplication.isPlayingOrWillChangePlaymode)
            {
                EditorGUILayout.PropertyField(_isPressed);

                EditorGUI.BeginDisabledGroup(true);
                {
                    EditorGUILayout.PropertyField(pointerPosition3D);
                    EditorGUILayout.PropertyField(pointerPosition2D);
                }
                EditorGUI.EndDisabledGroup();
            }

            serializedObject.ApplyModifiedProperties();
        }

        private void DrawScriptField()
        {
            EditorGUI.BeginDisabledGroup(true);
            {
                EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((LaserPointerController)target), typeof(LaserPointerController), false);
            }
            EditorGUI.EndDisabledGroup();

            EditorGUILayout.Space();
        }
    }
#endif

    #endregion Inspector


    #region Public Members

    public Vector3 PointerPosition3D
    {
        get { return pointerPosition3D; }
    }

    public Vector2 PointerPosition2D
    {
        get { return pointerPosition2D; }
    }

    public bool IsPressed
    {
        get { return isPressed; }
    }

    public Transform CurrentlyHoveredTransform
    {
        get { return _currentlyHovered; }
    }

    #endregion Public Members


    #region Private Members

    private Transform _holder;
    private Transform _laser;
    private Transform _currentlyHovered;
    private Material _laserMaterial;

    private PointerEventData _pointerEventData;
    private Vector2 _lastPointerPosition;
    private bool _isDragging;
    private bool _lastPressed;
    private Camera _camera;

    #endregion Private Members


    #region MonoBehaviour Messages
    private void Awake()
    {
        _holder = new GameObject("LaserHolder").transform;
        _holder.parent = transform;
        _holder.localScale = Vector3.one;
        _holder.localPosition = useOffset ? offset : Vector3.zero;
        _holder.localRotation = Quaternion.identity;

        _laser = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
        var collider = _laser.GetComponent<Collider>();

        if (!useCollider)
        {
            Destroy(_laser.GetComponent<Collider>());
        }
        else
        {
            collider.isTrigger = colliderIsTrigger;
        }

        if (useRigidBody)
        {
            var rigidBody = _laser.gameObject.AddComponent<Rigidbody>();
            rigidBody.useGravity = false;
            rigidBody.isKinematic = true;
        }

        _laser.name = "LaserPointer";
        _laser.transform.parent = _holder;
        _laser.transform.localScale = new Vector3(idleThickness, idleThickness, maxPointerDistance);
        _laser.transform.localPosition = new Vector3(0f, 0f, maxPointerDistance / 2f);
        _laser.transform.localRotation = Quaternion.identity;

        _laserMaterial = new Material(Shader.Find("Unlit/Color")) { color = idleColor };
        _laser.GetComponent<MeshRenderer>().material = _laserMaterial;

        _camera = Camera.main;

        _pointerEventData = new PointerEventData(EventSystem.current)
        {
            // most Unity comonents e.g. the ScrollRect expect this to be Left
            // otherwise they ignore pointer input
            button = PointerEventData.InputButton.Left
        };
    }

    private void OnEnable()
    {
        _holder.gameObject.SetActive(true);
    }

    private void OnDisable()
    {
        _holder.gameObject.SetActive(false);
    }

    // Update is called once per frame
    private void Update()
    {
        //TODO uncomment this in order to get the isPressed from the according controller
        // curently I only set it via the Inspector
        //isPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger);

        // Initially the dist is the maximum pointer distance
        var dist = maxPointerDistance;

        // create the ray from the laserpointer origin
        var ray = new Ray(_holder.position, _holder.forward);

        var hit = new RaycastHit();

        // If using a Collider we have to ignore the Collider of the LaserPointer itself
        if (useCollider)
        {
            var hits = Physics.RaycastAll(ray, maxPointerDistance);
            hit = hits.FirstOrDefault(h => h.transform != _laser.transform);
        }
        else
        {
            Physics.Raycast(ray, out hit, maxPointerDistance);
        }

        // Are we hitting something?
        if (hit.transform)
        {
            // ignore if still pressing the trigger
            if (!isPressed)
            {
                // Are we hitting something different to what we hit before?
                if (_currentlyHovered && _currentlyHovered != hit.transform)
                {
                    Execut

与恶龙缠斗过久,自身亦成为恶龙;凝视深渊过久,深渊将回以凝视…
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