I use Unity 3D with Samsung Gear. I have a working OVRPlayerController in my scene but I am having difficulties mapping the oculus tap, swipe and return button.
I have tried with something like:
if (Input.GetMouseButtonDown(0))
{
Debug.Log("input detected");
}
And with this I detect the tap encircled in red
I have tried also something like:
if (OVRInput.Get(OVRInput.Button.PrimaryThumbstick))
{
Debug.Log("Input detected");
}
Or :
if (OVRInput.Get(OVRInput.Button.One))
{
Debug.Log("Input detected");
}
But nothing seems to work. Is there any documentation that explains how is the input mapped on Samsung Gear that I encircled in yellow ? Does anyone have experience with this or can maybe guide me to some useful documentation on this matter ?
Cheers
My project settings for input:
For swipes, you can get the current
Vector2
on the touchpad (either the HMD and/or the incoming remote controller touchpad) by using:as for the back button, it is accessible using
OVRInput.Button.Back
either onGet
,GetDown
orGetUp
. But know that a 2 seconds long back press is reserved for the Universal Menu and should not have any implications inside your game or app.