void Start() { // Add eye-depth as a camera offset from the player controller var p = CameraRig.transform.localPosition; p.z = OVRManager.profile.eyeDepth; CameraRig.transform.localPosition = p; inputHandle = new HandleInput(); inputHandle.Start(); }
// Use this for initialization private void Start() { m_CharacterController = GetComponent <CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle / 2f; m_Jumping = false; m_AudioSource = GetComponent <AudioSource>(); m_MouseLook.Init(transform, m_Camera.transform); inputHandle = new HandleInput(); inputHandle.Start(); }
// Use this for initialization private void Start() { m_CharacterController = GetComponent<CharacterController>(); m_Camera = Camera.main; m_OriginalCameraPosition = m_Camera.transform.localPosition; m_FovKick.Setup(m_Camera); m_HeadBob.Setup(m_Camera, m_StepInterval); m_StepCycle = 0f; m_NextStep = m_StepCycle/2f; m_Jumping = false; m_AudioSource = GetComponent<AudioSource>(); m_MouseLook.Init(transform , m_Camera.transform); inputHandle = new HandleInput(); inputHandle.Start(); }
public override void InitHand() { UpdateHand(); inputHandle = new UnityStandardAssets.Characters.FirstPerson.HandleInput(); inputHandle.Start(); }