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GvrControllerPointer prefab
Provides a rendered Daydream controller with built-in laser pointer that moves in response to the user's motion based on the configured arm model.
Must be a sibling to the main camera, so that the camera and controller transforms share a common parent transform. This ensures that the controller remains visible as the user changes the direction in which they are facing.
Requires an instance of the GvrControllerMain
prefab to exist in the scene in order to be use the Google VR input system.
Prefab Hierarchy
Game object name |
Description |
|
Ensures that the controller's local position and local rotation are updated based on the configured arm model settings. |
|
Renders the controller. Can be disabled or removed if your app handles controller rendering. |
|
Renders the built-in laser pointer and controls the raycast mode used by the pointer. Can be disabled or removed if your app handles pointer input through custom code. |
|
Renders the built-in reticle at the end of the laser pointer. Can be disabled or removed if your app provides its own custom reticle. |
GvrControllerPointer game object
Ensures that the controller's local position and local rotation are updated based on the configured arm model settings.
Includes:
-
GvrTrackedController
that is responsible for updating the controller local position and local rotation each frame, based on the configured arm model settings
-
GvrArmModel
that allows for basic customization. This arm model can also be replaced for more advanced use cases. See also the custom arm models provided by Daydream Elements
Components:
GvrArmModel,
GvrTrackedController,
UnityEngine.Transform
ControllerVisual game object
Renders the controller. Can be disabled or removed if your app handles controller rendering.
Use the Attachment Prefabs list to specify any number of prefabs that should be instantiated at runtime with the controller, such as a tooltips prefab.
The SDK includes two customizable tooltips prefabs:
Components:
GvrControllerVisual,
UnityEngine.MeshFilter,
UnityEngine.MeshRenderer,
UnityEngine.Transform
Laser game object
Renders the built-in laser pointer and controls the raycast mode used by the pointer. Can be disabled or removed if your app handles pointer input through custom code.
Components:
GvrLaserPointer,
GvrLaserVisual,
UnityEngine.LineRenderer,
UnityEngine.Transform
Reticle game object
Renders the built-in reticle at the end of the laser pointer. Can be disabled or removed if your app provides its own custom reticle.
Components:
GvrControllerReticleVisual,
UnityEngine.MeshFilter,
UnityEngine.MeshRenderer,
UnityEngine.Transform
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Last updated 2024-10-09 UTC.
[[["Easy to understand","easyToUnderstand","thumb-up"],["Solved my problem","solvedMyProblem","thumb-up"],["Other","otherUp","thumb-up"]],[["Missing the information I need","missingTheInformationINeed","thumb-down"],["Too complicated / too many steps","tooComplicatedTooManySteps","thumb-down"],["Out of date","outOfDate","thumb-down"],["Samples / code issue","samplesCodeIssue","thumb-down"],["Other","otherDown","thumb-down"]],["Last updated 2024-10-09 UTC."],[[["\u003cp\u003eThe \u003ccode\u003eGvrControllerPointer\u003c/code\u003e prefab provides a Daydream controller with a laser pointer that responds to user motion using an arm model.\u003c/p\u003e\n"],["\u003cp\u003eIt must be a sibling to the main camera and requires the \u003ccode\u003eGvrControllerMain\u003c/code\u003e prefab in the scene for Google VR input.\u003c/p\u003e\n"],["\u003cp\u003eThis prefab includes components for rendering the controller, laser pointer, and reticle, all of which can be customized or replaced.\u003c/p\u003e\n"],["\u003cp\u003eDevelopers can attach additional prefabs to the controller, such as tooltips, using the \u003cstrong\u003eAttachment Prefabs\u003c/strong\u003e list.\u003c/p\u003e\n"],["\u003cp\u003eThe built-in laser pointer supports raycasting and can be customized or replaced with custom input handling.\u003c/p\u003e\n"]]],["The `GvrControllerPointer` prefab renders a Daydream controller with a laser pointer, moving based on the user's motion and arm model settings. It must be a sibling to the main camera and requires `GvrControllerMain` in the scene. It includes `GvrTrackedController` and `GvrArmModel`. Child objects `ControllerVisual`, `Laser`, and `Reticle` render the controller, laser, and reticle respectively, and can be customized or removed. The `ControllerVisual` can have prefabs added to it, like the `GvrControllerTooltips`.\n"],null,["# GvrControllerPointer prefab\n===========================\n\nProvides a rendered Daydream controller with built-in laser pointer that moves in response to the user's motion based on the configured arm model.\n\nMust be a sibling to the main camera, so that the camera and controller transforms share a common parent transform. This ensures that the controller remains visible as the user changes the direction in which they are facing.\n\nRequires an instance of the [`GvrControllerMain`](/vr/reference/unity/prefab/GvrControllerMain) prefab to exist in the scene in order to be use the Google VR input system.\n\nPrefab Hierarchy\n----------------\n\n| Game object name | Description |\n|--------------------------------------------------------|-------------------------------------------------------------------------------------------------------------------------------------------------------------------------|\n| [`GvrControllerPointer`](#GvrControllerPointer_object) | Ensures that the controller's local position and local rotation are updated based on the configured arm model settings. |\n| └ [`ControllerVisual`](#ControllerVisual_object) | Renders the controller. Can be disabled or removed if your app handles controller rendering. |\n| └ [`Laser`](#Laser_object) | Renders the built-in laser pointer and controls the raycast mode used by the pointer. Can be disabled or removed if your app handles pointer input through custom code. |\n| └ [`Reticle`](#Reticle_object) | Renders the built-in reticle at the end of the laser pointer. Can be disabled or removed if your app provides its own custom reticle. |\n\nGvrControllerPointer game object\n--------------------------------\n\nEnsures that the controller's local position and local rotation are updated based on the configured arm model settings.\n\nIncludes:\n\n- [`GvrTrackedController`](/vr/reference/unity/class/GvrTrackedController) that is responsible for updating the controller local position and local rotation each frame, based on the configured arm model settings\n\n- [`GvrArmModel`](/vr/reference/unity/class/GvrArmModel) that allows for basic customization. This arm model can also be replaced for more advanced use cases. See also the custom arm models provided by [Daydream Elements](/vr/elements/arm-model)\n\nComponents:\n\n[GvrArmModel](/vr/reference/unity/class/GvrArmModel),\n\n[GvrTrackedController](/vr/reference/unity/class/GvrTrackedController),\n\n\n[UnityEngine.Transform](https://docs.unity3d.com/Manual/class-Transform.html)\n\nControllerVisual game object\n----------------------------\n\nRenders the controller. Can be disabled or removed if your app handles controller rendering.\n\nUse the **Attachment Prefabs** list to specify any number of prefabs that should be instantiated at runtime with the controller, such as a tooltips prefab.\n\nThe SDK includes two customizable tooltips prefabs:\n\n- [`GvrControllerTooltipsSimple`](/vr/reference/unity/prefab/GvrControllerTooltipsSimple) \\* [`GvrControllerTooltipsTemplate`](/vr/reference/unity/prefab/GvrControllerTooltipsTemplate)\n\nComponents:\n\n[GvrControllerVisual](/vr/reference/unity/class/GvrControllerVisual),\n\n\n[UnityEngine.MeshFilter](https://docs.unity3d.com/Manual/class-MeshFilter.html),\n\n[UnityEngine.MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html),\n\n[UnityEngine.Transform](https://docs.unity3d.com/Manual/class-Transform.html)\n\nLaser game object\n-----------------\n\nRenders the built-in laser pointer and controls the raycast mode used by the pointer. Can be disabled or removed if your app handles pointer input through custom code.\n\nComponents:\n\n[GvrLaserPointer](/vr/reference/unity/class/GvrLaserPointer),\n\n[GvrLaserVisual](/vr/reference/unity/class/GvrLaserVisual),\n\n\n[UnityEngine.LineRenderer](https://docs.unity3d.com/Manual/class-LineRenderer.html),\n\n[UnityEngine.Transform](https://docs.unity3d.com/Manual/class-Transform.html)\n\nReticle game object\n-------------------\n\nRenders the built-in reticle at the end of the laser pointer. Can be disabled or removed if your app provides its own custom reticle.\n\nComponents:\n\n[GvrControllerReticleVisual](/vr/reference/unity/class/GvrControllerReticleVisual),\n\n\n[UnityEngine.MeshFilter](https://docs.unity3d.com/Manual/class-MeshFilter.html),\n\n[UnityEngine.MeshRenderer](https://docs.unity3d.com/Manual/class-MeshRenderer.html),\n\n[UnityEngine.Transform](https://docs.unity3d.com/Manual/class-Transform.html)"]]