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Disabling OVR GazePointer but still using LaserPointer from UIHelpers in Oculus Integration
Unity version 2019.3
Hardware: Oculus Rift
I am looking for a way to disable the GazePointer from functioning but still use the LaserPointer from the UIHelpers prefab within the Oculus Integration in Unity. I see that the Laser Pointer is allowing me to click buttons in a UI Canvas but also when I move my HMD(head) I can tell that the Gaze Pointer is also selecting button UI elements and I do not want it to. I am trying to implement a touch-screen like physical interaction as the sole means of interacting with UI elements and do not want the GazePointer as a way to interact with UI elements but it seems to be tightly coupled with the Laser Pointer stuff in the OVRInputModule.cs script.
All help is appreciated.
Answer by carlvitasa · Jan 09, 2021 at 01:13 AM
Comment or remove leftData.position = ovrRaycaster.GetScreenPosition(raycast);
from OVRInputModule.cs
usually found in the UIHelpers
prefab under EventSystem
.
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