I’m developping a VR app in Unity using Google VR SDK for Android.
I’ve created a scene with a World Space Canvas where I placed a ScrollView with a buttons list. This ScrollView has an Image with a Mask.
My problem occurs when I try to press some button (inside the previous list) in order to execute its corresponding trigger. This trigger is executed in the Editor view. However, when I export my VR app to a device, is NOT executed but I can view the “click effect” in GUI when I try it.
I debugged my app using ADB and not occurrs any problem in the device.
How could I resolve my problem??
Hi, sorry for the delay in answering.
I imported the Google VR SDK in my project and I’m selecting the button (int the scrollview list) through the GazeInput controller. Is necessary to configure the EventySystem in some particular way?? Actually I attached the GazeInput script to this element.
Thanks joejo! This video also is good for VR & Unity UI interaction: youtu.be/iW0mP-hpRkk
It sounds like the Scrollview is working in Editor, just not when building. Are you building for GearVR by chance? I have a scrollview working in Editor, will test on device momentarily.
Hi, everyone! First of all, thank you for answering so quickly.
In the video that joejo has provided does not work with any World Space Canvas component. My problem consist of that if I work in the Editor my current Canvas, thant contains a Scrollview with a buttons list (as can see in the picture), works correctly. If I click with my Reticle in some button, his corresponding trigger is launched (in this case, to print the message “PULSADO ”). But if I export my Google VR (Carboard App) to my Android device, buttons triggers are not launched.
Like Selzier has commented, I’ve tried performing these step, I added an Eventrigger to each button, including his corresponding functionality inside it, but the problem in this case… I can’t scroll the list (is completly static).