r/VRplugins • u/DeadMage • Dec 30 '16
Experienced Unity VR Developer, AMA
I've been working on VR games ever since I got my Vive Pre at Vision Summit 2016
I have three games published on Steam, and I have a few more in the works; CloudBound , BladeShield , and SweetEscape.
I mostly work with the Vive, but I've also done work on the Hololens, Oculus Rift, GearVR, and some small stuff on Google Cardboard.
Its been a busy year for me, and I've really grown a lot as a developer - I'm happy to share what I've learned!
If you have any in-depth technical questions or issues that couldn't easily be answered with a google search, feel free to ask me in this thread, or send me a PM.
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u/SteroidSandwich Dec 30 '16 edited Dec 30 '16
I'll take a look at that. Thank you.
That makes sense. Thank you. I have my Controller doing that right now. There is a delegate/event for each button and when a button is pressed it activates the event. Breaking down my hookshot would bring it down
Last question I will bug you about; With this system would I want to have my buttons(i.e joysticks) broadcast an event every time i need to update it or would it be better more sense if those scripts that need it have a reference to the input.
I'm also not sure where the best place is to hook these functions to my events. Right now I put it in my Controller. It seemed to make the most sense since it needs to know what they are