// Update is called once per frame void Update() { // float RI = OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger); // float RI = OVRInput.Get(OVRInput.Axis1D.SecondaryHandTrigger, OVRInput.Controller.Touch); bool clearA = OVRInput.GetDown(OVRInput.Button.One, OVRInput.Controller.Touch); bool undoX = OVRInput.GetDown(OVRInput.RawButton.X); bool saveY = OVRInput.GetDown(OVRInput.RawButton.Y); if (pressing == false && clearA == true) { Debug.Log("clear all"); GameObject[] delete = GameObject.FindGameObjectsWithTag("Dynamic_Line"); int deleteCount = delete.Length;//.Length(); for (int i = deleteCount - 1; i >= 0; i--) { Destroy(delete[i]); } } if (pressing == false && undoX == true) { GameObject[] delete = GameObject.FindGameObjectsWithTag("Dynamic_Line"); int deleteCount = delete.Length;//.Length(); if (deleteCount > 0) { Destroy(delete[deleteCount - 1]); } } if (pressing == false && saveY == true) { GameObject[] save = GameObject.FindGameObjectsWithTag("Dynamic_Line"); ObjExporter.DoExportsFromGame(save); Debug.LogError("Save " + save.Length + " Line!"); } if (pressing == false && OVRInput.GetDown(OVRInput.Button.SecondaryHandTrigger, OVRInput.Controller.Touch)) { pressing = true; GameObject go = new GameObject(); go.tag = "Dynamic_Line"; go.AddComponent <MeshFilter>(); go.AddComponent <MeshRenderer>(); currLine = go.AddComponent <MeshLineRenderer>(); currLine.lmat = new Material(lmat); currLine.setWidth(lwidth); } else if (OVRInput.Get(OVRInput.Button.SecondaryHandTrigger, OVRInput.Controller.Touch)) { pressing = true; currLine.AddPoint(anchor.position); } else if (OVRInput.GetUp(OVRInput.Button.SecondaryHandTrigger, OVRInput.Controller.Touch)) { pressing = false; currLine = null; } if (currLine != null) { currLine.lmat.color = ColorManager.Instance.GetCurrentColor(); } }