void HandleLinkedRigidbody(OptitrackRigidbody rb) { Vector3 p = rb.transform.position; float yOffset = OptiTrackOSCClient.GetPosition().y; float diff = physicalY - (p.y - yOffset); p.y += t.position.y + diff; rb.transform.position = p; }
void Start() { //Create objects for (int i = 0; i < objects.Count; ++i) { GameObject g = new GameObject("OSC-" + objects [i].name); OptitrackRigidbody rb = g.AddComponent <OptitrackRigidbody>(); rb.rigidbodyName = objects [i].name; rb.prefab = objects [i].prefab; rb.deactiveWhenMissing = objects [i].deactivateWhenMissing; rb.deactivateWhenUntracked = objects [i].deactivateWhenUntracked; g.transform.parent = transform; } }