More on UIs, new devices.

To continue from the last post, there's a VirtualMouseInput component that seems to be in the right direction. And just when I was polishing up the use of the hand-made version... This means more reconfiguring, but again, a little work now to save a lot in the future. *knocks on wood*

Unity does give a warning about the PlayerInput not matching the actions that the UI Input Module supports, and even offers a button to "fix" it. I've yet to press that button but I think it boils down to providing action event handlers for the mousey things: pointer move, left button, scroll, etc. It may not be that, though. I hope it's not, anyway.

Not much more to say than that for now. The semester's end is looming and I need to catch up on grading before spending too much more time on this. On the bright side, the Valve Index arrive today :)

Hello worlds!

Update: the VirtualMouseInput component is doing pretty well. Not quite at perfect harmony between actual mouse and gamepad-driven virtual mouse, but it's getting there. It appears to be a bigger hassle to use both 1) a software cursor and 2) a canvas in world space. Evidently there will be a fix for this in 1.4, but the latest is 1.3. I'm honestly a little relieved to find other folks with a similar issue.

I gave a passing try and running my scene with OpenXR configured as the XR plugin, but it didn't make it very far. Even with OpenXR as the configuration before, the Oculus provider seemed to just work. The best I got today was the right hand controller moving and aiming the camera?? So, try another night.