/// <summary> /// Check for input from the player's hands in the form of sucessful raycasts. /// </summary> void getHandInput() { if (hands.CheckHit() == true) { activeObjectLeft = hands.CollisionObjectLeft; //Would this cause previously used objects to raise as well, if the variable is not cleared? activeObjectRight = hands.CollisionObjectRight; //Left hand if (hands.palmIsDownLeft) { Debug.Log("Left palm is Down"); lowerPin(activeObjectLeft); } else { raisePin(activeObjectLeft); } //Right hand if (hands.palmIsDownRight) { Debug.Log("Right palm is Down"); lowerPin(activeObjectRight); } else { raisePin(activeObjectRight); } } }