Beispiel #1
0
 void Awake()
 {
     /// When using the FVRContainer prefab, the FVRConnection won't be destroyed on load allowing you to keep your calibrated gestures and centering data.
     /// Since the FVRConnection comes from a previous scene, you can't drag and drop it into a public variable when you are making the scene.
     /// So when the new scene gets loaded you will need to find the FVRConnection instance in order to use it.
     fvr = GameObject.Find("FVR").GetComponent <FVRConnection> ();
     gm  = fvr.gameObject.GetComponent <FVRGestureManager>();
 }
Beispiel #2
0
    void Start()
    {
        /// When using the FVRContainer prefab, the FVRConnection won't be destroyed on load allowing you to keep your calibrated gestures and centering data.
        /// Since the FVRConnection comes from a previous scene, you can't drag and drop it into a public variable when you are making the scene.
        /// So when the new scene gets loaded you will need to find the FVRConnection instance in order to use it.
        fvr = GameObject.Find("FVR").GetComponent <FVRConnection> ();

        // Getting the visual components
        msVals = transform.Find("MsValues").GetComponentsInChildren <Text> ();
    }
Beispiel #3
0
    void Start()
    {
        /// When using the FVRContainer prefab, the FVRConnection won't be destroyed on load allowing you to keep your calibrated gestures and centering data.
        /// Since the FVRConnection comes from a previous scene, you can't drag and drop it into a public variable when you are making the scene.
        /// So when the new scene gets loaded you will need to find the FVRConnection instance in order to use it.
        fvr = FindObjectOfType(typeof(FVRConnection)) as FVRConnection;

        // Create a new custom gesture
        gesture = fvr.gestureManager.RegisterCustomGesture("gestureName");

        // Display the default settings
        samplesPerSecond = fvr.gestureManager.calibrationSamplesPerSecond;
        roundLength      = (int)fvr.gestureManager.calibrationRoundLength;
        UpdateTexts();

        // Button control
        targetBtn.interactable = false;
    }