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Mouse Input Fixes #3003
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Mouse Input Fixes #3003
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Can we have a demo scene showing mouse input over controllers? if it's not too much trouble. |
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You could use it any any scene, just like any other controller. We don't have demo scenes for any of our other controllers, should we also add that as well in a subsequent PR? |
david-c-kline
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Can we get a demo scene that shows using the mouse pointer script?
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That pointer settings script has some great looking features that would be nice to demo. |
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Every scene is a demo scene. We don't have demo scenes for the controllers. |
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Should we also add demo scenes for motion controllers as well? |
We also don't have the threshold settings that make this a very compelling feature |
Maybe, but this mouse script has some great customer focused settings that would be really nice to enable easy experimentation. |
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Now that I think about it, I need to do more work to this PR by supporting an "always on" setting, in case someone wants that. |
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Question: Is the intent to have the vertical axes inverted? I was initially puzzled as to why pulling back on the mouse moved the cursor up in the world. |
Should also probably be customizable as well. I'll add that as well |
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I'll wait for your update and then test again. |
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Likely we want to be able to let users invert the mouse at the Controller mapping profile. Gotta think about this one a tick. |
need to address feedback.
Should the default be forward == up? It feels like it. |
Probably. Sounds correct to me. |
When pushing the mouse up on the pad, the mouse should rise in front of your view as well. (Just like what you'd expect to see on screen). The axis inversion might need to be a separate PR as it needs to be changed in the Controller Mapping Profile |
…enabled. Made sure that disabling the "Hide Cursor when active" flag didn't hide it after timer winddown Consolidated some duplicated code. Updated inspector.
…utFixes # Conflicts: # Assets/MixedRealityToolkit-SDK/Profiles/DefaultMixedRealityRegisteredServiceProvidersProfile.asset
SimonDarksideJ
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Looks good to me. @davidkline-ms can you also test and approve?
Will do. |
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I am getting some odd feeling behaviors, though that might be my inexperience with the feature. The concerns I had with the previous version of this PR have been addressed. |
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@StephenHodgson Just wanted to use an eventdata's Pointer.TryGetPointerPosition for the mousecursor, but it seems it's returned to something's localspace as it's definitely not world space. Is it the camera I have to transform it from? |
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