Transform.forward is inconsistent between editor and build — Oculus
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Transform.forward is inconsistent between editor and build

Behavior in editor (working as desired):
  
Undesired and inconsistent behavior in build:


The player can move grabbed parts on their local z-axis using the touchpad. The behavior works as expected, and consistently, in the editor. But the behavior breaks in the build. Sometimes the object travels up and down, or sometimes diagonally.

Here is the code in question:

if(controllerEvents.GetTouchpadAxis().y > 0 && (controllerEvents.GetTouchpadAxis().x < 0 || controllerEvents.GetTouchpadAxis().x > 0))
            {
                //straightPointer.OverrideBeamLength(straightPointer.maximumLength);
                if (currentObject != null)
                    currentObject.localPosition -= currentObject.forward;
            }

I cannot for the life of me understand why the behavior would not be consistent between the editor and the build.

Using Unity 2017.4.10f1 and using the latest OVR utilities.

Any help would be appreciated!
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Comments

  • tejas_kornhabertejas_kornhaber Posts: 2
    NerveGear
    edited November 2018
    Edit: Just tested the feature in Unity 2018.2.15f1 and the behavior was consistent between editor and build. Not sure what caused the issue in Unity 2017, but I can call this 'solved' for now.
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