Hi Gavalakis, no problem. I use it in NodeCanvas FSM to trigger a condition from one state to another. I want to use it to pass a Vector3 via a dynamic var in FSM. The Vector3 is the position where the HoloLens gaze touches the HoloLens spatial map.
The class that fires the Unity event provides the position upon an airtap and this is correctly received in other non-NodeCanvas methods that are connected to the Unity event. However it does not fire in NodeCanvas when build for HoloLens. In Unity Play it does fire. So what I do now as a workaround is store this position somewhere else and fire a non-parameter Unity event, which does work in NC with HoloLens. This is a little dirty code so I would very much like UnityEvent<Vector3> to work in NC.
Strange isn’t it. I could dig into the code, was just wondering if you know if any reason why this does not work, e.g. compiler directives set for UNITY_WSA.
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