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In Progress
Fixed in 3.3.2, 3.4.0
In Progress in 3.3.X
Votes
0
Found in [Package]
3.1.2
3.2.0-pre.1
3.3.0-pre.1
Issue ID
XRIT-282
Regression
No
Dropdown menu items selection depth too deep
Description
I should be able to select a dropdown menu item by touching it with the teardrop on the end of my controller. But instead the menu item is only selected when the teardrop and part of the controller pokes through the item. See attached video (Dropdown.mp4) and repro steps below.
I think this is a bug with XR Interaction Toolkit, even though the repro project is the VR Template; I also see this occur in the MR Multiplayer Tabletop Template.
Initial setup
Unity 2022.3.62f1
VR Template 6.1.3 (2022.3/xray-test-updates commit 7a17bbf7)
https://unity-ci.cds.internal.unity3d.com/job/51063363/artifacts
Quest 3
Reproduction steps
1) Open repro project (VRTemp613 — see attached) using Unity 2022.3.62f1.
2) File > Build Settings > switch to Android.
3) Build and Run on Quest 3.
4) Go close enough to the Spatial Panel so that you can touch the dropdown menu using your controllers’ wands.
5) Touch the tip of your controller wand on Option A to invoke the dropdown menu.
6) Press your controller’s teardrop into Option C only deep enough for the teardrop to be occluded by the menu item. This does not select that menu item; this is the bug.
7) Press your controller’s teardrop into Option C deep enough to select this menu item. The teardrop and the front portion of your controller are occluded by the menu item before the menu item will be selected. Also, the Option C menu item cannot be selected without the Text Button underneath Option C being activated. These are undesirable effects of the bug.
Expected behaviour
Menu item should be selected by intersecting it with the controller teardrop.
Actual behavior
Menu item is selected by intersecting the controller teardrop with the underlying plane; which also triggers a button that resides under the pulldown menu.
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Resolution Note (fix version 3.4.0):
Fixed an issue in `TrackedDeviceGraphicRaycaster` where poke selection could be evaluated against the wrong UI target when multiple raycasters appended results to the same raycast list. This could prevent foreground world-space UI from being selectable if a background Canvas also received hit (in a child Dropdown for example).
Resolution Note (fix version 3.3.2):
Backport completed