// Use this for initialization void Start() { prevBtn.gameObject.SetActive(true); nextBtn.gameObject.SetActive(true); calibrateWristBtn.gameObject.SetActive(false); layerObjects = new GameObject[(int)ShowingLayer.All][]; layerObjects[(int)ShowingLayer.FeedbackLayer] = this.feedbackObjects; layerObjects[(int)ShowingLayer.RigidbodyLayer] = this.rigidBodyObjects; layerObjects[(int)ShowingLayer.PhysicsLayer] = this.physicsObjects; layerObjects[(int)ShowingLayer.GrabLayer] = this.grabLayerObjects; SetAllObjects(false); GoToStep(0); //allow both hands to at least call Awake, then turn them off for now. SG_Util.SetChildren(leftHand.transform, true); SG_Util.SetChildren(leftHand.transform, false); SG_Util.SetChildren(rightHand.transform, true); SG_Util.SetChildren(rightHand.transform, false); SG_Util.AppendButtonText(prevBtn, "\r\n(" + prevKey.ToString() + ")"); SG_Util.AppendButtonText(nextBtn, "\r\n(" + nextKey.ToString() + ")"); SG_Util.AppendButtonText(calibrateWristBtn, "\r\n(" + wristKey.ToString() + ")"); }