/// Credit Ralph Barbagallo (www.flarb.com /www.ralphbarbagallo.com / @flarb) /// Sourced from - http://forum.unity3d.com/threads/vr-cursor-possible-unity-4-6-gui-bug-or-is-it-me namespace UnityEngine.UI.Extensions { [AddComponentMenu("UI/Extensions/VR Cursor")] public class VRCursor : MonoBehaviour { public float xSens; public float ySens; private Collider currentCollider; // Update is called once per frame void Update() { Vector3 thisPosition; thisPosition.x = Input.mousePosition.x * xSens; thisPosition.y = Input.mousePosition.y * ySens - 1; thisPosition.z = transform.position.z; transform.position = thisPosition; VRInputModule.cursorPosition = transform.position; if (Input.GetMouseButtonDown(0) && currentCollider) { VRInputModule.PointerSubmit(currentCollider.gameObject); } } void OnTriggerEnter(Collider other) { //print("OnTriggerEnter other " + other.gameObject); VRInputModule.PointerEnter(other.gameObject); currentCollider = other; } void OnTriggerExit(Collider other) { //print("OnTriggerExit other " + other.gameObject); VRInputModule.PointerExit(other.gameObject); currentCollider = null; } } }