void Start() { characterController = GetComponent <CharacterController>(); continuousMovement = GetComponent <ActionBasedContinuousMoveProvider>(); //Debug.Log(previousPos); }
protected virtual void Reset() { _xrRig = transform.CreateChild("__XRRig__").GetOrCreateComponent <QuickXRRig>(); _locomotionSystem = _xrRig.GetOrCreateComponent <LocomotionSystem>(); _teleportProvider = gameObject.GetOrCreateComponent <TeleportationProvider>(); _teleportProvider.system = _locomotionSystem; _continousMoveProvider = gameObject.GetOrCreateComponent <ActionBasedContinuousMoveProvider>(); _continousMoveProvider.system = _locomotionSystem; if (!_continousMoveProvider.leftHandMoveAction.action.IsValid()) { _continousMoveProvider.leftHandMoveAction = new InputActionProperty(InputManager.GetInputActionsDefault().FindAction("General/Move")); } _continousRotationProvider = gameObject.GetOrCreateComponent <ActionBasedContinuousTurnProvider>(); _continousRotationProvider.system = _locomotionSystem; if (!_continousRotationProvider.rightHandTurnAction.action.IsValid()) { _continousRotationProvider.rightHandTurnAction = new InputActionProperty(InputManager.GetInputActionsDefault().FindAction("General/RotateCamera")); } }
void Start() { character = GetComponent <CharacterController>(); playerMove = GetComponent <ActionBasedContinuousMoveProvider>(); }