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vrquestionnairetoolkit's Issues

(Bug / Improvement) hardcoded text height

It seems that the location of the buttons, grids, and pretty much everything is hard-coded to questions with a single line of text.
For example, I tried to add the full NASA TLX question to the NASA TLX questionnaire that comes with VRQuestionnaireToolkit and this is what I got:
image

As looked further into the source code, it seems that all content-generation behaviours rely on a hard-coded value for the text height:
image

Is there an easy way to fix this? I have hard-coded a longer length per question to solve my problem, but I think that it would be great if the authors of this toolkit made it flexible enough to support multi-line questions. This is especially important for validation because the real NASA TLX has longer text descriptions that matter. I.e., the shortened NASA TLX in use by this toolkit hasn't been validated.

Processing results to a server

looks like a great tool. I'll give it a try.
is there a way to send the survey result data to a server instead of the local file system?

Survey panel scale and position

Great tool, thanks for making this available.
I tried to customise a survey in regards to default scale and position in the world.
However, I'm unable to set a scale of position in the editor, at play it always reverts to default values. Tried to scale a parent gameobject or the survey, the survey gamebject and also the page & questionnaire prefabs. Also tried commenting out some of the localscale commands in the script, but no luck. Can you help pls.

Another thing, I tried to add a close button to the final page, using the lastPage prefab, but not sure how to go about this. If I change the script, so the footer is displayed for the last page, it is overwritten by the default next/previous buttons.

BTW, it was fairly simple to add the functionality to save the survey result on a server with webrequest.post and a php script.

Issue with SteamVR Input system in the Standalone package

First of all, thank you for this amazing toolkit. It will fit perfectly in my project.
My issue is regarding the Standalone package that does not register controllers' input out of the box. (It may also extend to the Integration package as well).
The problem is that the Vive Input Utility action set is not generated after importing the toolkit.
Trying to reimport the Vive Input Utility prompts to the automatic action set generation, but a bug in Unity or SteamVR makes it impossible to create the actions.
I used the following steps to solve this issue:

  • Create an empty project
  • Import the SteamVR asset from the Asset Store (Accept all recommended settings in the windows that will pop up).
  • Generate the SteamVR input (Window->SteamVR Input). Generate the example files and click and "Save and Generate". This step is solves the Vive Input Utility bug mentioned above.
  • Import the Standalone package.
  • Import the Vive Input Utility from the Asset Store (Accept all recommended settings in the windows that will pop up). It will automatically generate the Vive Input Utility action set.

After these steps, I was able to use the controllers to input my actions into the forms.

I hope this is useful information to update the standalone package.

--
Tested in Unity version 2019.4

imcompatible with Unity 2021?

I used Unity 2021.3.8f1 to open your project, then:

Assets\SteamVR\Editor\SteamVR_AutoEnableVR.cs(64,68): error CS0117: 'VREditor' does not contain a definition for 'GetVREnabledDevicesOnTargetGroup'
help me, because I really want to use it!

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