public static Transform AddCameraFade() { var camera = VRTK_DeviceFinder.HeadsetCamera(); VRTK_SDK_Bridge.AddHeadsetFade(camera); return(camera); }
private void Update() { if (rotateTowards == null) // Backup { rotateTowards = VRTK_DeviceFinder.HeadsetCamera().gameObject; if (rotateTowards == null) { Debug.LogWarning("The IndependentRadialMenu could not automatically find an object to rotate towards."); } } if (menu.isShown) { if (interactingObjects.Count > 0) // There's not really an event for the controller moving, so just update the position every frame { base.DoChangeAngle(CalculateAngle(interactingObjects[0]), this); } if (rotateTowards != null) { transform.rotation = Quaternion.LookRotation((rotateTowards.transform.position - transform.position) * -1, Vector3.up) * initialRotation; // Face the target, but maintain initial rotation } } }