I recently upgraded from Unity 5.3 to Unity 5.5 and my Gear VR project’s reticle is now broken. I was previously raycasting from:
centerEye.ScreenPointToRay(new Vector3(Input.mousePosition.x, Input.mousePosition.y, 0));
But that caused the reticle to be rendered at the corner of the screen (if it shows up at all). I did some massaging and managed to get the reticle rendered correctly in the center, but now realize that the MOUSE is still at the corner of the screen, and not where the reticle is. So if I want to click something, I need to put the reticle to the side of the object.
I’ve seen references to Unity 5.5 using VRSettings.eyeTextureWidth instead of Screen.width, for example…but I"m never explicitly calling Screen.width. How can I make my mouse cursor be more centered again? Or, is using the mouse discouraged in VR?
My goal is for users to click on objects in VR, which calls the OnMouseUp() function on whatever they clicked.