/// <summary> /// The GetPlayAreaVertices method returns the points of the play area boundaries. /// </summary> /// <param name="playArea">The GameObject containing the play area representation.</param> /// <returns>A Vector3 array of the points in the scene that represent the play area boundaries.</returns> public override Vector3[] GetPlayAreaVertices(GameObject playArea) { var area = new OVRBoundary(); if (area.GetConfigured()) { var outerBoundary = area.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary); var thickness = 0.1f; var vertices = new Vector3[8]; vertices[0] = new Vector3(outerBoundary.x - thickness, 0f, outerBoundary.z - thickness); vertices[1] = new Vector3(0f + thickness, 0f, outerBoundary.z - thickness); vertices[2] = new Vector3(0f + thickness, 0f, 0f + thickness); vertices[3] = new Vector3(outerBoundary.x - thickness, 0f, 0f + thickness); vertices[4] = new Vector3(outerBoundary.x, 0f, outerBoundary.z); vertices[5] = new Vector3(0f, 0f, outerBoundary.z); vertices[6] = new Vector3(0f, 0f, 0f); vertices[7] = new Vector3(outerBoundary.x, 0f, 0f); return(vertices); } return(new Vector3[0]); }
// Start is called before the first frame update void Start() { this.oVRBoundary = new OVRBoundary(); // OVRBoundary. = new OVRBoundary.BoundaryLookAndFeel(); //lookAndFeel.Color = this.boundaryColor; //this.oVRBoundary.SetLookAndFeel(lookAndFeel); //int index = 0; /*float minX = 1000; * float maxX = -1000; * float minZ = 1000; * float maxZ = -1000; * foreach (Vector3 v in this.oVRBoundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary)) { * if (v.x < minX) minX = v.x; * if (v.x > maxX) maxX = v.x; * if (v.z < minZ) minZ = v.z; * if (v.z > maxZ) maxZ = v.z; * } * * this.boundaryMinLimit = new Vector3(minX, 0, minZ); * this.boundaryMaxLimit = new Vector3(maxX, 0, maxZ); * * Debug.Log("Outer Boundary Min" + this.boundaryMinLimit ); * Debug.Log("Outer Boundary Max" + this.boundaryMaxLimit); */ }
// Start is called before the first frame update void Awake() { meshFilter = GetComponent <MeshFilter>(); boundary = OVRManager.boundary; prefabBoundaryPoints = new List <Transform>(); }
void Initialize() { if (display == null) display = new OVRDisplay(): if (tracker == null) tracker = new OVRTracker(): if (boundary == null) boundary = new OVRBoundary(): reorientHMDOnControllerRecenter = _reorientHMDOnControllerRecenter: }
void Initialize() { if (display == null) { display = new OVRDisplay(); } if (tracker == null) { tracker = new OVRTracker(); } if (boundary == null) { boundary = new OVRBoundary(); } }
void Initialize() { if (display == null) { display = new OVRDisplay(); } if (tracker == null) { tracker = new OVRTracker(); } if (boundary == null) { boundary = new OVRBoundary(); } reorientHMDOnControllerRecenter = _reorientHMDOnControllerRecenter; }
void Start() { Debug.Log("Navigator started!"); stepGameTimer = 0f; PlayerCamera = GameObject.FindGameObjectWithTag("casa").GetComponent <OVRCameraRig>(); PlayerController = GameObject.FindGameObjectWithTag("PlayerController").GetComponent <OVRPlayerController>(); // RedLight = GameObject.FindGameObjectWithTag("RedLight").GetComponent<Light>(); lineRenderer = GetComponent <LineRenderer>(); Heartbeat = PlayerController.GetComponents <AudioSource>()[0]; Breath = PlayerController.GetComponents <AudioSource>()[1]; EvilEye = GameObject.FindGameObjectWithTag("Eye"); EyeLight = GameObject.FindGameObjectWithTag("EyeLight").GetComponent <Light>(); LightUpEye = GameObject.FindGameObjectWithTag("LightUpEye").GetComponent <Light>(); // Getting audio sources BenignTutorial = GetComponents <AudioSource>()[9]; BenignWakeUpVictory = GetComponents <AudioSource>()[8]; BenignOneLastStep = GetComponents <AudioSource>()[7]; BenignSmashLight = GetComponents <AudioSource>()[6]; BadSpiritYouDead = GetComponents <AudioSource>()[5]; BenignStandUpAudio = GetComponents <AudioSource>()[4]; BenignStayDownAudio = GetComponents <AudioSource>()[3]; BenignGoingDownAudio = GetComponents <AudioSource>()[2]; BenignStayStillAudio = GetComponents <AudioSource>()[1]; SmashLightSound = GetComponents <AudioSource>()[0]; // Set initial variables initialHeartbeatPitch = Heartbeat.pitch; // initialLightIntensity = RedLight.intensity; // initialPlayerPosition = PlayerCamera.centerEyeAnchor.position; initialPlayerPosition = StaticValue.initialPlayerPosition; initialPlayerLocalPosition = PlayerCamera.centerEyeAnchor.localPosition; boundary = OVRManager.boundary; guardianBoundariesPoint = new List <GameObject>(); playAreaBoundariesPoint = new List <GameObject>(); random = new System.Random(); // getGuardianCenter(); // BenignTutorial.Play(0); }
// Start is called before the first frame update void Start() { // Detect all the boundaries rawBoundary = OVRManager.boundary; boundaryPoints = rawBoundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea); boundarySize = rawBoundary.GetDimensions(OVRBoundary.BoundaryType.PlayArea); // shrink the boundary to sth like 3m * 3m space // get camera postion and directions OVRCameraRig rig = cameraObject.GetComponent <OVRCameraRig>(); cameraPostion = rig.trackingSpace.position; cameraDirection = rig.trackingSpace.rotation * new Vector3(1.0f, 1.0f, 1.0f); // Make the world disappear until the user walks to the way pointer SetObjInvisible(world, false); // Get RDWTest component rdw = cameraObject.GetComponent <RDW>(); initWayPointers = new List <GameObject>(); FetchInitWayPointers(); }
private void Awake() { // Only allow one instance at runtime. if (instance != null) { enabled = false; DestroyImmediate(this); return; } instance = this; Debug.Log("Unity v" + Application.unityVersion + ", " + "Oculus Utilities v" + OVRPlugin.wrapperVersion + ", " + "OVRPlugin v" + OVRPlugin.version + ", " + "SDK v" + OVRPlugin.nativeSDKVersion + "."); #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN if (SystemInfo.graphicsDeviceType != UnityEngine.Rendering.GraphicsDeviceType.Direct3D11) { Debug.LogWarning("VR rendering requires Direct3D11. Your graphics device: " + SystemInfo.graphicsDeviceType); } #endif // Detect whether this platform is a supported platform RuntimePlatform currPlatform = Application.platform; isSupportedPlatform |= currPlatform == RuntimePlatform.Android; //isSupportedPlatform |= currPlatform == RuntimePlatform.LinuxPlayer; isSupportedPlatform |= currPlatform == RuntimePlatform.OSXEditor; isSupportedPlatform |= currPlatform == RuntimePlatform.OSXPlayer; isSupportedPlatform |= currPlatform == RuntimePlatform.WindowsEditor; isSupportedPlatform |= currPlatform == RuntimePlatform.WindowsPlayer; if (!isSupportedPlatform) { Debug.LogWarning("This platform is unsupported"); return; } #if UNITY_ANDROID && !UNITY_EDITOR // We want to set up our touchpad messaging system OVRTouchpad.Create(); // Turn off chromatic aberration by default to save texture bandwidth. chromatic = false; #endif if (display == null) { display = new OVRDisplay(); } if (tracker == null) { tracker = new OVRTracker(); } if (boundary == null) { boundary = new OVRBoundary(); } if (resetTrackerOnLoad) { display.RecenterPose(); } // Disable the occlusion mesh by default until open issues with the preview window are resolved. OVRPlugin.occlusionMesh = false; OVRPlugin.ignoreVrFocus = runInBackground; }