void LateUpdate() { if (Input.GetKeyDown(KeyCode.C)) { // Calibrate the character, store data of the calibration data = VRIKCalibrator.Calibrate(ik, settings, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker); } /* * calling Calibrate with settings will return a VRIKCalibrator.CalibrationData, which can be used to calibrate that same character again exactly the same in another scene (just pass data instead of settings), * without being dependent on the pose of the player at calibration time. * Calibration data still depends on bone orientations though, so the data is valid only for the character that it was calibrated to or characters with identical bone structures. * If you wish to use more than one character, it would be best to calibrate them all at once and store the CalibrationData for each one. * */ if (Input.GetKeyDown(KeyCode.D)) { if (data.scale == 0f) { Debug.LogError("No Calibration Data to calibrate to, please calibrate with settings first."); } else { // Use data from a previous calibration to calibrate that same character again. VRIKCalibrator.Calibrate(ik, data, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker); } } // Recalibrates avatar scale only. Can be called only if the avatar has been calibrated already. if (Input.GetKeyDown(KeyCode.S)) { if (data.scale == 0f) { Debug.LogError("Avatar needs to be calibrated before RecalibrateScale is called."); } VRIKCalibrator.RecalibrateScale(ik, settings); } }
public void BodyCalibrate(SteamVR_Action_Boolean fromAction, SteamVR_Input_Sources fromSource) { // Calibrate the character, store data of the calibration data = VRIKCalibrator.Calibrate(ik, settings, headTracker, bodyTracker, leftHandTracker, rightHandTracker, leftFootTracker, rightFootTracker); }