private void TryInput(HandInteractionController thisController, SteamVR_Behaviour_Pose thisPose) { ////premo e mollo il grip //if (gripAction.GetStateDown(thisPose.inputSource)) //{ // thisController.HandActivated(true); // return; //} //if (gripAction.GetStateUp(thisPose.inputSource)) //{ // thisController.HandReleased(true); // return; //} //premo e mollo il trigger if (pullAction.GetStateDown(thisPose.inputSource)) { var isGripPressed = gripAction.GetStateDown(thisPose.inputSource); thisController.HandActivated(isGripPressed); return; } if (pullAction.GetStateUp(thisPose.inputSource)) { thisController.HandReleased(false); return; } }
private void Start() { controllerR = handR.GetComponent <HandInteractionController>(); poseR = handR.GetComponent <SteamVR_Behaviour_Pose>(); controllerL = handL.GetComponent <HandInteractionController>(); poseL = handL.GetComponent <SteamVR_Behaviour_Pose>(); cameraRig = SteamVR_Render.Top().origin; head = SteamVR_Render.Top().head; characterControllerMover = new CharacterControllerMover(charController, cameraRig, head, 0.1f, 0.2f); }