protected virtual void Start() { // Make sure the Tagalong object has a BoxCollider. tagalongCollider = GetComponent <BoxCollider>(); // Get the Interpolator component and set some default parameters for // it. These parameters can be adjusted in Unity's Inspector as well. interpolator = gameObject.GetComponent <Interpolator>(); interpolator.SmoothLerpToTarget = SmoothMotion; interpolator.SmoothPositionLerpRatio = SmoothingFactor; }
public void ToggleManipulating() { Debug.Log("ToggleManipulation"); placing = false; GazeManager.Instance.IsDisabled = !GazeManager.Instance.IsDisabled; manipulating = !manipulating; if (manipulating) { targetInterpolator = gameObject.GetComponent <Interpolator>(); initialHandPosition = Camera.main.transform.InverseTransformPoint(GestureManager.Instance.ManipulationHandPosition); initialObjectPosition = Camera.main.transform.InverseTransformPoint(transform.position); } }