// Update is called once per frame void Update() { for (int i = 0; i < 9; i++) { Vector3 p = leapOffset + rotation * points[i]; objs[i].transform.position = ToUnityCoords(points[i]);//mainCamera.transform.position + mainCamera.transform.rotation * p; } //finds angle for area that the UI for the left hand will be visible if (Vector3.angle(points[1], -mainCamera.transform.forward) < 20.0f) { //sets the UI as visible when the parameters are met UIleft.setActive(true); } else { //sets the UI as invisible when the parameters are met UIleft.setActive(false); } //finds angle for the area that the UI for the right hand will be visible if (Vector3.angle(points[3], -mainCamera.transform.forward) < 20.0f) { //sets the UI as visible when the parameters are met UIright.setActive(true); } else { //sets the UI as invisible when the parameters are met UIright.setActive(false); } }
// Use this for initialization void Start() { //Defaults the UI to be Invisible UIright.setActive(false); UIleft.setActive(false); //Server Manager Object cbm = new ClientBTManager(); //Packets cbm.PacketReceived += Recieved; //connected cbm.Connected += OnConnect; cbm.Initialize(); mainCamera = Camera.main; //gives indexed for each index points = new Vector3[9]; objs = new GameObject[9]; //fills each vector array for (int i = 0; i < 9; i++) { //creates a sphere objs[i] = GameObject.CreatePrimitive(PrimitiveType.Sphere); //size of the object objs[i].transform.localScale = new Vector3(0.02f, 0.02f, 0.02f); } }