private void Update() { nn.util.Float4 float4TempSensorData = new nn.util.Float4(); for (int i = 0; i < sixAxisHandleCount; i++) { //Crash in UNITY_EDITOR SixAxisSensor.GetState(ref sixAxisStates[i], sixAxisHandle[i]); sixAxisStates[i].GetQuaternion(ref float4TempSensorData); //Convert to an Unity Quaternion Quaternion rawSensorRotation = new Quaternion( float4TempSensorData.x, float4TempSensorData.z, float4TempSensorData.y, float4TempSensorData.w * -1f); Debug.Log(rawSensorRotation); } }
public override bool Equals(object right) => default; // 0x00AF15C0-0x00AF16A0 public bool Equals(Float4 other) => default; // 0x00AF16A0-0x00AF16E0