In our previous setup we got a script that has an IPointerClickHandler implementation.
It’s a sprite with a mesh collider attached and the camera had a Physics Raycaster.
Now in our previous setup this works fine, with the XR Ray Interactor it seems quite difficult to set up.
When I use the XR Simple Interactable script it doesn’t seem to invoke the OnActivate.
The on hover enter and exit works fine but the activate does not.
I’ve discovered you require to select it first before it can be “activated”. So as a workaround I turned on On Hover Select with a time of 0.1 but if I log the OnSelect event, it never gets called either.
So I tried setting the Select & Activate both on Trigger but then the OnDeactivate only gets called.
How to properly set this system up to do something just on Trigger for both UI and Mesh Collider?
I want to user to just point and click, not to select it first with an other button to then be able to activate it by using the trigger. Something so simple seems so difficult to set up or buggy to begin with.
edit: even with a cube & a box collider, same issues
edit2: Reading the code of the XRRayInteractor, XRBaseInteractable & XRInteractionManager it is quite confusing. What exactly is OnSelect / OnActivate for?
I can work around this by using the OnSelect as Trigger and just use OnSelectExit as an activation mechanism but it is quite confusing with the OnActivate as I thought that event was supposed to be the one handling a “click” type interaction.