private void Update() { // If an ability was just activated but was finished, invalidate all controller memory positions: // We do not want gestures performed while an ability is activating to trigger an accidental follow-up activation. if (abilityActivated && !wallIsMaking && !rockIsActive && !leftHand.recognizeFist() && !rightHand.recognizeFist()) { leftHand.invalidateTrackingMemory(); rightHand.invalidateTrackingMemory(); abilityActivated = false; } analyzeStaticGestures(); analyzeDynamicGestures(); }
private bool recognizePlayerFist(TrackedHand hand) { if (hand == null) { return(false); } SteamVR_Behaviour_Skeleton skeleton = hand.getSkeleton(); if (skeleton != null) { return(hand.recognizeFist()); } return(abilityActivated); }