void HandAttachedUpdate( VRHand hand ) { //Trigger got released if ( hand.GetStandardInteractionButtonUp() ) { hand.DetachObject( gameObject ); } }
void HandAttachedUpdate(VRHand hand) { //Trigger got released if (hand.GetStandardInteractionButtonUp()) { hand.DetachObject(gameObject); } }
void HandAttachedUpdate(VRHand hand) { //Trigger got released if (hand.GetStandardInteractionButtonUp()) { // Detach ourselves late in the frame. // This is so that any vehicles the player is attached to // have a chance to finish updating themselves. // If we detach now, our position could be behind what it // will be at the end of the frame, and the object may appear // to teleport behind the hand when the player releases it. StartCoroutine(LateDetach(hand)); } }
void HandHoverUpdate( VRHand hand ) { if ( hand.currentAttachedObject ) return; if ( hand.GetStandardInteractionButtonDown() ) { hand.HoverLock( GetComponent<VRInteractable>() ); } if ( hand.GetStandardInteractionButtonUp() ) { hand.HoverUnlock( GetComponent<VRInteractable>() ); } if ( hand.GetStandardInteractionButton() ) { UpdateLinearMapping( hand.transform ); } }
void HandHoverUpdate(VRHand hand) { if (hand.currentAttachedObject) { return; } if (hand.GetStandardInteractionButtonDown()) { hand.HoverLock(GetComponent <VRInteractable>()); } if (hand.GetStandardInteractionButtonUp()) { hand.HoverUnlock(GetComponent <VRInteractable>()); } if (hand.GetStandardInteractionButton()) { UpdateLinearMapping(hand.transform); } }
void HandHoverUpdate( VRHand hand ) { if ( hand.GetStandardInteractionButtonDown() ) { hand.HoverLock( GetComponent<VRInteractable>() ); initialMappingOffset = linearMapping.value - CalculateLinearMapping( hand.transform ); sampleCount = 0; mappingChangeRate = 0.0f; } if ( hand.GetStandardInteractionButtonUp() ) { hand.HoverUnlock( GetComponent<VRInteractable>() ); CalculateMappingChangeRate(); } if ( hand.GetStandardInteractionButton() ) { UpdateLinearMapping( hand.transform ); } }
void HandHoverUpdate(VRHand hand) { if (hand.GetStandardInteractionButtonDown()) { hand.HoverLock(GetComponent <VRInteractable>()); initialMappingOffset = linearMapping.value - CalculateLinearMapping(hand.transform); sampleCount = 0; mappingChangeRate = 0.0f; } if (hand.GetStandardInteractionButtonUp()) { hand.HoverUnlock(GetComponent <VRInteractable>()); CalculateMappingChangeRate(); } if (hand.GetStandardInteractionButton()) { UpdateLinearMapping(hand.transform); } }
void HandAttachedUpdate( VRHand hand ) { //Trigger got released if ( hand.GetStandardInteractionButtonUp() ) { // Detach ourselves late in the frame. // This is so that any vehicles the player is attached to // have a chance to finish updating themselves. // If we detach now, our position could be behind what it // will be at the end of the frame, and the object may appear // to teleport behind the hand when the player releases it. StartCoroutine( LateDetach( hand ) ); } }
void HandAttachedUpdate( VRHand hand ) { //Trigger got released if ( hand.GetStandardInteractionButtonUp() ) { // Detach ourselves late in the frame. // This is so that any vehicles the player is attached to // have a chance to update themselves. // If we detach now, our position will be behind the frame, // and it will feel like a weird teleport. StartCoroutine( LateDetach( hand ) ); } }