// Update is called once per frame void Update() { //First update of hand and finger positions to prevent destruction of stage if (firstUpdate) { manager = this.gameObject.GetComponent <LeapManager> (); UpdateBonePositions(); UpdateFingerBonesPositions(); firstUpdate = false; } if (manager.HandIsValid()) { UpdateBonePositions(); UpdateFingerBonesPositions(); /*if (checkForWall (hand) == true) { * CreateWall (hand); * } else{ * CreateHand (hand); * }*/ CreateHand(manager.GetHand()); } else { MakeBonesFlyUp(); } }
// Update is called once per frame void Update() { //First update of hand and finger positions to prevent destruction of stage if (firstUpdate) { leapManager = this.gameObject.GetComponent <LeapManager> (); UpdateBonePositions(); firstUpdate = false; } if (leapManager.HandIsValid()) { UpdateBonePositions(); } else { MakeBonesFlyUp(); } UpdateActivity(); //Apply activity to movement-volume audioManager.SetVolume(activity, audioplayerMovement); }