private IEnumerator Start() { yield return(null); ToggleGosForPreview(true, _gosToHideInPreview); ToggleGosForPreview(false, _gosToShowInPreview); //If user has checked the "Is Test Scene" checkbox load the current scene if (_isTestScene) { //make sure we have a navmesh if (_navMesh == null) { _navMesh = FindObjectOfType <ViveNavMesh>(); if (_navMesh != null) { _navMeshAnimator = _navMesh.GetComponent <Animator>(); ParabolicPointer pointer = FindObjectOfType <ParabolicPointer>(); if (pointer != null) { pointer.NavMesh = _navMesh; } TeleportVive teleporter = FindObjectOfType <TeleportVive>(); if (teleporter != null) { teleporter.NavAnimator = _navMeshAnimator; } } } LoadTestScene(); } }
void Start() { // Disable the pointer graphic (until the user holds down on the touchpad) Pointer.enabled = false; // Standard plane mesh used for "fade out" graphic when you teleport // This way you don't need to supply a simple plane mesh in the inspector PlaneMesh = new Mesh(); Vector3[] verts = new Vector3[] { new Vector3(-1, -1, 0), new Vector3(-1, 1, 0), new Vector3(1, 1, 0), new Vector3(1, -1, 0) }; int[] elts = new int[] { 0, 1, 2, 0, 2, 3 }; PlaneMesh.vertices = verts; PlaneMesh.triangles = elts; PlaneMesh.RecalculateBounds(); // Set some standard variables cam = GetComponent <Camera>(); MaterialFadeID = Shader.PropertyToID("_Fade"); EnabledAnimatorID = Animator.StringToHash("Enabled"); NavmeshBorder = Navmesh.GetComponent <BorderRenderer>(); RoomBorder = GetComponent <BorderRenderer>(); Vector3 p0, p1, p2, p3; if (GetChaperoneBounds(out p0, out p1, out p2, out p3)) { RoomBorder.Points = new Vector3[][] { new Vector3[] { p0, p1, p2, p3, p0 } }; } }