Unity3d HTC Vive Radial Menu - Weird Glitching - user-interface

So i wrote this radial Menu controlled by the trackpad on the left-hand wand. It determine which button to magnify by my fingers position on trackpad.
The Weird movement can be seen here.
Here i attacked my code related to this problem, the code for left wand.
SteamVR_TrackedObject obj; //The wand
public GameObject buttonHolder; //All the buttons will be children of this object
public bool buttonEnabled;
void Awake() {
obj = GetComponent<SteamVR_TrackedObject>(); //this will be left hand controller
}
void Update() {
var device = SteamVR_Controller.Input((int)obj.index);
//if touchpad touched
if (device.GetTouch(SteamVR_Controller.ButtonMask.Touchpad))
{
if (buttonEnabled) //if radial menu is open
{
//touchPadAngle: Get the angle between touch coord and X-axis
Vector2 touchedCoord = device.GetAxis(EVRButtonId.k_EButton_Axis0); //what is this line each variable
float touchPadAngle = VectorAngle(new Vector2(1, 0), touchedCoord); //(1, 0) is X-axis
// ------------------- Find closest button ------------------------
//Description: The process will be done by calculating the angle between button_Vector2 and X-axis (button_V2_to_10)
// And then find the button with the closest angler difference with (touchPadAngle).
float minAngle = float.PositiveInfinity;
Transform minButton = transform; //Temperatry assign wand tranform to it.
float pad_N_button_Angle = 0.0f; //Angle between touchPadAngle and buttonAngle.
Vector2 button_V2_to_10;
float button_Angle;
foreach (Transform bt in buttonHolder.transform)
{
button_V2_to_10 = new Vector2(transform.position.x, transform.position.z) - new Vector2(bt.position.x, bt.position.z);
button_Angle = VectorAngle(new Vector2(1, 0), button_V2_to_10);
pad_N_button_Angle = Mathf.Abs(button_Angle - touchPadAngle);
//Both buttonAngle and touchPadAngle range from -180 to 180, avoid Abs(170 - (-170)) = 340
pad_N_button_Angle = (pad_N_button_Angle > 180) ? Mathf.Abs(pad_N_button_Angle - 360) : pad_N_button_Angle;
if (pad_N_button_Angle < minAngle)
{
minButton = bt;
minAngle = pad_N_button_Angle;
}
}
//Magnify the closest button
foreach (Transform bt in buttonHolder.transform)
{
GameObject btGO = bt.gameObject;
if (!btGO.GetComponentInChildren<ButtomHandler>().onHover && bt == minButton) {
//Magnify
}
else if (bt != minButton && btGO.GetComponentInChildren<ButtomHandler>().onHover)
{
//minify
}
}
}
else {
activateButtonMenu();
}
}
//dis-hover all button if leave touch pad
if (device.GetTouchUp(SteamVR_Controller.ButtonMask.Touchpad)) {
//Hover the closest button
foreach (Transform bt in buttonHolder.transform)
{
GameObject btGO = bt.gameObject;
if (btGO.GetComponentInChildren<ButtomHandler>().onHover)
{
//minify
}
}
}
I'm quite stucked here, Any help would really be appreciated

"the closest angler difference with (touchPadAngle)"
shouldn't you consider more than one axis for a radial dial?

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I am working on a 2d grid with scale touch functionality. I've managed to set the translate boundaries so that the screen viewport doesn't go beyond the grid boundaries. I'm now struggling with the algorithm for determining the new translate values when scaling on both two finger touch and mouse wheel events.
touchStarted sets the vector angle between the two initial touches. lastTouchAngle is for comparison in touchMoved.
function touchStarted() {
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t_MinX and t_MinY set the lowest possible translate value for the constrains, but determining what the new translate value should be is where I'm lost. I know it's going to require the current scale, the center point between the two touches, and the width and height of the Canvas.
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let t_MinX = (screenH/sclMin) * (sclMin-scl);
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Here is the bit getting me confused:
translateX = constrain(tX+mX, t_MinX, 0);
translateY = constrain(tY+mY, t_MinY, 0);
Full code: https://editor.p5js.org/OMTI/sketches/9ux6Rq6n5
https://stackoverflow.com/questions/5713174
I found the answer at the above link and was able to get this working from the answer there.

Not able to Shoot in the direction of the hand

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Video for better understanding - http://tinypic.com/r/34yohli/9
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Update:
protected override void Update(GameTime gameTime)
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Pretty standard, but if it matters, Draw:
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Here's screen shots to show the problem
http://s1231.photobucket.com/albums/ee516/Neovivacity/?action=view&current=boneRotation.png
Ok, this may not be the most straightforward way of solving this, but I have a fix for anyone who's also having a similar issue.
When loading the Model, store the original transform. Then you multiply the bone's transform like I did. Finally you get the original transforms Translation, oringalTranform.Translation for example, and get bone's new transform. To adjust for the offset, bone.Transform *= Matrix.CreateTranslation(originalTranslation - newTranslation).
Here's a code snippet from my solution:
public void LoadContent(ContentManager content)
{
Model = content.Load<Model>(ModelName);
//Set the Bone pointers and transform matrices
AileronLBone = Model.Bones["LAileron"];
AileronRBone = Model.Bones["RAileron"];
ElevatorBone = Model.Bones["Elevator"];
RudderBone = Model.Bones["Rudder"];
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if (AileronLBone != null) AileronLTransform = AileronLBone.Transform;
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if (RudderBone != null) RudderTransform = RudderBone.Transform;
if (FlapsBone != null) FlapsTransform = FlapsBone.Transform;
}
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{
SetOffsetRotation(ElevatorBone, ElevatorTransform, ElevatorRotation);
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public void SetOffsetRotation(ModelBone bone, Matrix transform, float rotation)
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Vector3 oringalTrans = transform.Translation;
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Farseer/XNA Assertion Failed, Vector2 position for body modified by camera matrix

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http://torshall.se/?p=272
I also had in one of my class, a simple code to spawn boxs with the mouse:
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This Worked perfectly fine but when I moved the ''camera'' the mouse didn't change in the right location, Si I did this little modification in game1.cs and in my method to have the world coord. of my mouse:
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rectBody[Bodies].BodyType = BodyType.Dynamic;
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Now this is supposed to give me the world coords. of my mouse, but I have a problem, when I run the program and click somewhere on the screen to create a box I get this error:
http://img68.xooimage.com/files/6/a/4/bob-2c526f4.png
What's going on? :/
Edit:
This is at the line 439 of body.cs:
Debug.Assert(!float.IsNaN(value.X) && !float.IsNaN(value.Y));

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