How to use Cardboard Reticle: VR Gaze Pointer/Cursor, Cardboard Button, & Gaze Input

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Thank you for this I found it super helpful. Just FYI, not to be an a** but reticle is pronounced ret-i-cl. Otherwise nice work.

Lol I hate this word :smile: Thanks!

Great tutorial Selzier, thanks!

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hello Selzier. i wonder if i can move camera to cube position at same tecnique. i mean when i look box few second camera move to box coordinates ( not box move up).

please help

Yes, gameobjects are moved through their transform.position. So you could change the camera.transform.position instead of the box.

hi i do all what you do in the video but the pointer don’t change when i look to the cube ?

Google Cardboard has updated to 0.7 which made it where you must add an Event Trigger component in order for the Gaze to respond. Now it was just updated to 0.8 so I need to check what may have changed.

Hi I’m looking for implementing Gaze function into Unity Slider UI, but since it could not get gazed position, it was not successful. I am using Event Trigger(Point Enter) to get the input.

Any idea for using gaze with Unity Slider??

The Tutorial is good but I had a View problems.
Current version of the Unity SDK is 0.8.1 where all components prefixes are changed from Cardboard to Gvr.
My main problem was that the Reticle wasnt scaling when I hovered over the Box.
My EventSystem, PhysicRaycaster, Reticle and Cube were all set up the same but nothing happend. The Reticle just snapped a bit to the left.
It seems that in SDK 0.8.1 the Reticle only scales when there is an EventListener attached to the targeted object. Otherwise it wont work.

Hi guys! Seizier, first of all, thank you very much for the tutorial. It´s crystal clear.

I´d like to ask if this technique could be used to trigger an opening door animation (a Cinema4D imported one, divided in “open” and “close” clips.).

It would be a blast if you could give some insight about this.

Thank you again for your work.

HI, you say that 20 pixels is enough as well as being default but I have tried setting mine to 200 and still when I look through VR the reticle is very jagged and pixelated?

Hi Selzier - your tutorial on reticles helped me a lot thanks. But there is one thing I can’t do and I have tried everything I know. You showed how to make the reticle disappear once it exits the cube. That works. I thought it would be easy to generalize and make it disappear initially and not show itself until and only if I enter the cube. But there is a block in every direction for doing this. Do you know how to do this? Would greatly appreciate.

Updated video

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Thanks farki! :slight_smile:

@Zygor1 , I did create a fix for this problem that you describe. It was very annoying, I understand your problems, send me a message if you’re still trying to fix that.

hello Selzier… i need ur help
i created one project in which when i my pointer enter in button …loadingbar start loading but when defocus button how automatic stop loader/progressbar .
i also try pointerexit but cant work…can u help me …plz

thaks for tutorial
i have a problem with GVR reticle
Has a target object, which when it interacts with it, it is destroyed, “Destroy.gameobjet (2.f);” But the reticle remains open, as if the object was active, as if it were still looking at a selectable object. How to make the circle close ??

So I don’t remember exactly but I think that GazeInputModule does not handle this situation. It assumes that there will be a OnPointerExit event, so it’s waiting for that to happen. I had to modify GazeInputModule (or was it the reticle script?) so that it checks the selected game object and if it’s null, set reticle back to normal or fire a pointerexit event

Great tutorial, honestly. Been searching all around for a way to implement cardboard and every tutorial I’ve seen is outdated or simply doesn’t work right. Keep them coming! :smile::smile::smile:

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