{"action":"created","issue":{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/525","repository_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit","labels_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/525/labels{/name}","comments_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/525/comments","events_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/525/events","html_url":"https://github.com/thestonefox/SteamVR_Unity_Toolkit/issues/525","id":175398947,"number":525,"title":"Change VRTK_UIPointer click handlers to Down instead of Release","user":{"login":"getwilde","id":13372931,"avatar_url":"https://avatars.githubusercontent.com/u/13372931?v=3","gravatar_id":"","url":"https://api.github.com/users/getwilde","html_url":"https://github.com/getwilde","followers_url":"https://api.github.com/users/getwilde/followers","following_url":"https://api.github.com/users/getwilde/following{/other_user}","gists_url":"https://api.github.com/users/getwilde/gists{/gist_id}","starred_url":"https://api.github.com/users/getwilde/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/getwilde/subscriptions","organizations_url":"https://api.github.com/users/getwilde/orgs","repos_url":"https://api.github.com/users/getwilde/repos","events_url":"https://api.github.com/users/getwilde/events{/privacy}","received_events_url":"https://api.github.com/users/getwilde/received_events","type":"User","site_admin":false},"labels":[{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/labels/enhancement","name":"enhancement","color":"84b6eb"},{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/labels/I%20need%20to%20look%20at%20this","name":"I need to look at this","color":"5319e7"}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":9,"created_at":"2016-09-07T02:32:01Z","updated_at":"2016-09-20T17:08:37Z","closed_at":null,"body":"I've run into an interesting issue and a possible inconsistency. InteractableObject events fire on down/click, while GUI events fire on up/release. \r\n\r\nBackground:  In my app, an Always_On pointer can be aimed at a gameObject.  Upon trigger press, that gameobject displays a popup GUI over it.  Then, the pointer can be used to interact with GUI buttons.  But what's happening is that on trigger _press_, the GameObject (correctly) shows the GUI, but then on trigger _release_, whichever GUI button happens to be under the popup menu is inadvertently fired.  Within a sub-second press/release of the trigger, two actions occur, when ideally only one should.\r\n\r\nMore generally, how should users interact with elements? In the desktop/mouse environment, mouseUp is typically when actions execute, and users are familiar with that convention.  But in VR... does it seem more appropriate to perform actions on trigger _click_, _grip_, etc? That would more closely mirror real life.  It would also make GUI interaction consistent with InteractableObject interaction.  (Consider this: If I had modeled buttons as meshes / InteractableObjects, they would have fired on press. But because I'm using GUI buttons, they fire on release. Devs know the difference... but users don't, and when they're standing in a VR environment with solid-looking objects at waist height, the distinction feels arbitrary.)\r\n\r\nAnyway, just wondered if this issue is worth considering? \r\n\r\nAs an aside, I'm making the transition over to VRTK from NewtonVR, where I never had this issue (but ran into several others, heh).  In NVRCanvasInput, I see ExecuteEvents.ExecuteHeirarchy (which I don't pretend to understand), with the following explanation:\r\n```\r\n// we want to do click on button down at same time, unlike regular mouse processing\r\n// which does click when mouse goes up over same object it went down on\r\n// reason to do this is head tracking might be jittery and this makes it easier to click buttons\r\n```\r\n\r\nAs always, thanks for the great toolkit!  "},"comment":{"url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/comments/248366639","html_url":"https://github.com/thestonefox/SteamVR_Unity_Toolkit/issues/525#issuecomment-248366639","issue_url":"https://api.github.com/repos/thestonefox/SteamVR_Unity_Toolkit/issues/525","id":248366639,"user":{"login":"getwilde","id":13372931,"avatar_url":"https://avatars.githubusercontent.com/u/13372931?v=3","gravatar_id":"","url":"https://api.github.com/users/getwilde","html_url":"https://github.com/getwilde","followers_url":"https://api.github.com/users/getwilde/followers","following_url":"https://api.github.com/users/getwilde/following{/other_user}","gists_url":"https://api.github.com/users/getwilde/gists{/gist_id}","starred_url":"https://api.github.com/users/getwilde/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/getwilde/subscriptions","organizations_url":"https://api.github.com/users/getwilde/orgs","repos_url":"https://api.github.com/users/getwilde/repos","events_url":"https://api.github.com/users/getwilde/events{/privacy}","received_events_url":"https://api.github.com/users/getwilde/received_events","type":"User","site_admin":false},"created_at":"2016-09-20T17:08:37Z","updated_at":"2016-09-20T17:08:37Z","body":"@thestonefox: that is correct.  \r\n\r\nIncidentally, I watched another person struggle with this issue. It didn't help that she kept holding the trigger with index and middle finger. I thought to myself \"She's not a gamer\"... and then I realized this: Even if she _were_, gamepad actions happen on _press_, not _release_. It's just a really bad pattern in VR,"}}
{"actor":{"display_login":"getwilde"}}