void Start() { srWorksHand = gameObject.GetComponent <SRWorksHand>(); if (srWorksHand.showHandMesh) { enableDepthMask = false; } // get depth mask for occlusion GameObject root = GameObject.Find("Anchor (Left)"); Transform trans = root.transform.Find("DepthMask (left)"); GameObject depthObjectTest = null; if (trans != null) { depthObjectTest = trans.gameObject; } if (depthObjectTest == null) { GameObject quad = Instantiate(depthMask); quad.transform.parent = root.transform; quad.name = "DepthMask"; quad.SetActive(true); } else { depthMask.SetActive(true); root = GameObject.Find("Anchor (Right)"); depthMaskR = root.transform.Find("DepthMask (right)").gameObject; depthMaskR.SetActive(true); } StartLoadReconstructData(); }
IEnumerator _waitReconstructMeshLoadDone() { yield return(new WaitForSeconds(1)); //Set touch hand SRWorksHand.Instance.SetDetectHand(null, handRacketMover, null); //enable depth mask if (enableDepthMask) { ViveSR_DualCameraImageRenderer.UpdateDepthMaterial = true; } else { SRWorksHand.GetDynamicHand().gameObject.layer = LayerMask.NameToLayer("HandTouch"); } }