// Latepdate ensures that the object doesn't lag behind the user's head motion void Update() { FOVEInterface.EyeRays rays = FOVEInterface.GetEyeRays(); // TODO: calculate the convergence point in FOVEInterface // Just hack in to use the left eye for now... transform.position = rays.left.GetPoint(10.0f); }
// Update is called once per frame void Update() { if (FOVEInterface.IsLookingAtCollider(my_collider)) { gameObject.GetComponent <Renderer> ().material.color = Color.red; //bool check = FOVEInterface.IsLookingAtCollider(my_collider); } else { gameObject.GetComponent <Renderer> ().material.color = Color.white; } }