Subclassing a button to react on OnPointerEnter triggers it when you look AWAY!

Damn, I wish you could edit topics on this forum: SUBCLASSING DOESN’T MATTER.

There is some sort of UI triggering collider/raycaster attached to the VR headset, and it doesn’t matter if you disable/move away hand1 and hand2, it’s still there and triggers UI by head movement alone.

Ok, here is what I discovered:

The interaction Player prefab from the SteamVR plugin has some sort of interaction trigger on its head. The crazy thing is what if I disable the hands, or the controllers, that interaction trigger distance changes.

If I have at least one controller in the scene, the trigger distance is about 20 cm below my face and about 20-30cm forward. If I don’t have any controllers, the trigger distance is about 5cm below my face and about 10cm forward.

Not sure why that is there (seems like an Oculus thing, not a Vive thing) or how to disable it.

Anyone encountered this?

BUG CONFIRMED:

This works with the InteractionSystem Sample scene as well!

Walk up to the UI & Hints floating menu. Keep your head level and nod up and down a bit, while with your eyes look as far down as you can.

You will see the Disable Hints menu options light up!!

Unity 5.6.0b11