void Start() { rigid = GetComponent <Rigidbody>(); offset = GetComponent <ControllerOffsetHelper>(); offsetTransform = new GameObject("OffsetHelper").transform; offsetTransform.parent = transform; if (HandAnchor) { transform.parent = HandAnchor; offsetTransform.parent = HandAnchor; if (ResetHandAnchorPosition) { transform.localPosition = offsetPosition; transform.localEulerAngles = offsetRotation; } } if (grabber == null) { grabber = GetComponentInChildren <Grabber>(); } input = InputBridge.Instance; }
void Start() { rigid = GetComponent <Rigidbody>(); offset = GetComponent <ControllerOffsetHelper>(); offsetTransform = new GameObject("OffsetHelper").transform; offsetTransform.parent = transform; if (HandAnchor) { transform.parent = HandAnchor; offsetTransform.parent = HandAnchor; if (ResetHandAnchorPosition) { transform.localPosition = offsetPosition; transform.localEulerAngles = offsetRotation; } } if (grabber == null) { grabber = GetComponentInChildren <Grabber>(); } input = InputBridge.Instance; if (SmoothMovement && HandAnchor != null) { // Only change interpolation settings if no Rigidbody is found on this gameobject if (rigid == null) { rigid = gameObject.AddComponent <Rigidbody>(); rigid.isKinematic = true; rigid.interpolation = RigidbodyInterpolation.Interpolate; rigid.useGravity = false; } } }
void Start() { rigid = GetComponent <Rigidbody>(); offset = GetComponent <ControllerOffsetHelper>(); offsetTransform = new GameObject("OffsetHelper").transform; offsetTransform.parent = transform; if (HandAnchor) { transform.parent = HandAnchor; offsetTransform.parent = HandAnchor; if (ResetHandAnchorPosition) { transform.localPosition = offsetPosition; transform.localEulerAngles = offsetRotation; } } if (grabber == null) { grabber = GetComponentInChildren <Grabber>(); } // Subscribe to grab / release events if (grabber != null) { grabber.onAfterGrabEvent.AddListener(OnGrabberGrabbed); grabber.onReleaseEvent.AddListener(OnGrabberReleased); } // Try getting child animator SetHandAnimator(); input = InputBridge.Instance; }