public void Initialize() { const float cameraHeight = 1.5f; Vector3 cameraPosition = transform.position; cameraPosition.y = cameraHeight; // install camera for platform if (buildForCardboard) { Instantiate(cardboardCameraPrefab, cameraPosition, transform.rotation); isCardboard = true; Cardboard.SDK.EnableSettingsButton = false; player = Cardboard.SDK.gameObject; } else { player = Instantiate(oculusCameraPrefab, cameraPosition, transform.rotation) as GameObject; } // get camera's reset position so that it can be reset. if (player != null) { cameraResetPosition = player.transform.position; } // must create reticle after cameras since it trys to access them reticle = Instantiate(reticlePrefab).GetComponent <Crosshair3D>(); mainScene = Instantiate(mainScenePrefab).GetComponent <WelcomeRoom>(); mainScene.gameObject.SetActive(isMainScene); // add level manager to app levelManager = gameObject.AddComponent <LevelManager>(); levelManager.Initialize(cameraFadeScreenPrefab); }
public void Initialize() { const float cameraHeight = 1.5f; // install camera for platform if (buildForCardboard) { Instantiate(cardboardCameraPrefab, new Vector3(0, cameraHeight, 0f), Quaternion.identity); isCardboard = true; Cardboard.SDK.EnableSettingsButton = false; } else { Instantiate(oculusCameraPrefab, new Vector3(0, cameraHeight, 0f), Quaternion.identity); } // must create reticle after cameras since it trys to access them reticle = Instantiate(reticlePrefab).GetComponent<Crosshair3D>(); mainScene = Instantiate(mainScenePrefab).GetComponent<WelcomeRoom>(); mainScene.gameObject.SetActive(isMainScene); // add level manager to app levelManager = gameObject.AddComponent<LevelManager>(); levelManager.Initialize(cameraFadeScreenPrefab); ShowEnvironment(true); }
public void Initialize() { const float cameraHeight = 1.5f; Vector3 cameraPosition = transform.position; cameraPosition.y = cameraHeight; // install camera for platform if (buildForCardboard) { Instantiate(cardboardCameraPrefab, cameraPosition, transform.rotation); isCardboard = true; Cardboard.SDK.EnableSettingsButton = false; player = Cardboard.SDK.gameObject; } else { player = Instantiate(oculusCameraPrefab, cameraPosition, transform.rotation) as GameObject; } // get camera's reset position so that it can be reset. if (player != null) { cameraResetPosition = player.transform.position; } // must create reticle after cameras since it trys to access them reticle = Instantiate(reticlePrefab).GetComponent<Crosshair3D>(); mainScene = Instantiate(mainScenePrefab).GetComponent<WelcomeRoom>(); mainScene.gameObject.SetActive(isMainScene); // add level manager to app levelManager = gameObject.AddComponent<LevelManager>(); levelManager.Initialize(cameraFadeScreenPrefab); }