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Rotating object with Gear/Go controller touchpad (SOLVED)

AnneLantingAnneLanting Posts: 13
edited March 2019 in Unity Development
In Unity 2017.4 i had a script to rotate in object with the touchpad of the controller, Gear-vr and Go. I started a new project in Unity 2018.3 (oculus integration 1.34), and used te same script. But it doesn't work anymore. This is the script:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class KE_ObjectRotation : MonoBehaviour

    public GameObject ObjectToRotate;
    Vector3 objRotation = new Vector3(0f, 0f, 0f);
    public float objRotationSpeed = 60f;
    // Start is called before the first frame update
    void Start()

    // Update is called once per frame
    void Update()
        float TrackpadX = Input.GetAxis("Oculus_GearVr_DpadX");

        if (TrackpadX != 0f)
            objRotation.y += TrackpadX * Time.deltaTime * objRotationSpeed;
            ObjectToRotate.transform.rotation = Quaternion.Euler(objRotation);

Anyone understanding the problem?



  • radicalappdevradicalappdev Posts: 12
    Brain Burst
    I'm just guessing, but I think it has to do with the way you are getting the X axis of the trackpad. Perhaps that was an old way of doing that before Oculus Go? Or maybe you have some input manager that uses that value?

    When I want to get the values from the trackpad I do this:

    private Vector2 touchpad;

  • AnneLantingAnneLanting Posts: 13
    @ Radicalappdev: thanks for te suggestion, works fine !! Thats perhaps a better, future-proof, solution. Turns out i made a mistake in the code GearVr should be GearVR, then that works to. 
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