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HoloLens Cursor Issue
In my current scene, for some reason when I added the DefaultCursor it only shows up when I am 'travelling backwards'. Tested in both Unity (using HoloLens Camera GazeControls) and in HoloLens emulator.
It is as if the cursor is inside the camera so it can only be seen when it trails slightly behind.
I did manage to get around it by setting Surface Cursor Distance to 0 however I wasn't able to interact with the UI elements I added. I'm hoping that has something to do with my Surface Cursor Distance work-around.
I created a test scene with nothing but the cursor and some UI elements and it works perfectly so any hints as to what could be causing the problem would help.
Best Answer
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OptionsAtro ✭
@Jesse_McCulloch said:
What is the purpose of the SliceMesh script?Well the script creates a plane that stays in the cameras view but has rendering turned off... which explains.. everything! Not sure how I managed to miss the fact that the cursor would always be situated on the invisible plane right in front of me.
Thanks for the thought provoking questions leading to my inevitable "duh" moment!
6
Answers
Hello, did you try with the cursor of the holographic academy? Does your UI elements have colliders? Do you use spatial mapping, and if it is the case does your cursor collide with it?
Working off of @Frimy ,Have you also tried the cursor from the Holotoolkit?
I have not, only DefaultCursor from HoloToolkit. I will try the holographic academy cursor and report back.
UI elements do not have colliders and I'm currently not using spatial mapping.
No luck with the Cursor from Holograms 101. However, I have realized that if I disable and re-enable the cursor in play mode, it initializes to the correct position. As soon as I make any movements though -- it disappears with the behavior of the original post.
Is your cursor a child to anything in the hirearchy?
It is not.
So it seems the issue is actually being caused by a script I have applied to the camera: https://github.com/brianasu/unity-ray-marching/blob/master/Assets/Scripts/SliceMesh.cs
I'm not sure why this would be affecting the cursor, or how I would go about fixing it. Any ideas?
What is the purpose of the SliceMesh script?
Well the script creates a plane that stays in the cameras view but has rendering turned off... which explains.. everything! Not sure how I managed to miss the fact that the cursor would always be situated on the invisible plane right in front of me.
Thanks for the thought provoking questions leading to my inevitable "duh" moment!
Glad you found the answer! Good luck with your project.
@Atro: Glad you got it figured out. What effect are you using that plane for? It sounds like it does the same thing maybe as the near and far plane clipping settings on the camera, unless I am misunderstanding it.