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Question by jsatterw · Jun 11, 2015 at 09:29 AM · raycastbuttonoculusonmousedowncrosshair

Issue with clicking with a crosshair while using Oculus Rift

Hello,

I'm attempting to create some scripting in Unity that will allow me to interact with buttons in the environment while using the Oculus Rift headset. I currently have a crosshair that uses raycasting to place itself on the object that the player is currently looking at. However, I'm having trouble writing code to detect when the player clicks the mouse while the crosshair is over an object. What can I do to allow this interaction?

The code I have right now is posted below:

 public class Reticle : MonoBehaviour {
 
 
     // Use this for initialization
 
     public Camera CameraFacing;
     public GameObject button;
     public RaycastHit hit;
     private Vector3 originalScale;
 
     void Start () {
         originalScale = this.transform.localScale;
 
 
 
     }//end Start
 
     // Update is called once per frame
     void Update () {
         float distance;
         if (Physics.Raycast (new Ray(CameraFacing.transform.position, CameraFacing.transform.rotation * Vector3.forward * 4.0f), out hit))
         {
             distance = hit.distance;
         } else {
             distance = CameraFacing.farClipPlane * 0.95f;
         }//end if
         this.transform.position = CameraFacing.transform.position + CameraFacing.transform.rotation * Vector3.forward * distance;
         this.transform.LookAt(CameraFacing.transform.position);
         this.transform.Rotate (0.0f, 180.0f, 0.0f);
         this.transform.localScale = originalScale * distance;
     
 }//end Update
     void OnMouseDown() {
         if(hit.collider.gameObject == button)
             Debug.Log("You hit the button!");
     }//end OnMouseDown
 }//end Reticle Class

Thanks, Jesse

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Answer by jsatterw · Jun 12, 2015 at 02:40 PM

Eventually figured it out on my own. Replaced the method OnMouseDown with the method ButtonPress and call it in the Update method every time Input.GetMouseButtonDown(0) is true.

 //Update is exactly the same up to line 30 here
     if(Input.GetMouseButtonDown(0)) {
         ButtonPress();
     }//end if
 }//end Update
 void ButtonPress() {
     Debug.Log(hit.collider.gameObject.name);
     }//end if
 }//end ButtonPress

In my actual code ButtonPress does more than it does here, necessitating the need for another method, but I wanted to provide the general solution in case anyone else ever needed it like I did.

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