bool requiresReparent; // Should we reparent the player after we hop off? void Start() { smoothLocomotion = GetComponentInChildren <SmoothLocomotion>(); characterController = GetComponentInChildren <CharacterController>(); _initialCharacterParent = transform.parent; }
// Start is called before the first frame update public void Start() { climbers = new List <Grabber>(); characterController = GetComponentInChildren <CharacterController>(); smoothLocomotion = GetComponentInChildren <SmoothLocomotion>(); playerGravity = GetComponentInChildren <PlayerGravity>(); }
void Start() { mainCameraTransform = GameObject.Find("CameraRig").transform; leftHandAnchor = GameObject.Find("LeftHandAnchor").transform; rightHandAnchor = GameObject.Find("RightHandAnchor").transform; leftControllerTranform = GameObject.Find("LeftControllerAnchor").transform; rightControllerTranform = GameObject.Find("RightControllerAnchor").transform; player = FindObjectOfType <BNGPlayerController>(); if (player) { // Use this to keep our head up high player.ElevateCameraIfNoHMDPresent = true; _originalPlayerYOffset = player.ElevateCameraHeight; smoothLocomotion = player.GetComponentInChildren <SmoothLocomotion>(); if (smoothLocomotion == null) { Debug.Log("No Smooth Locomotion component found. Will not be able to use SmoothLocomotion without calling it manually."); } else if (smoothLocomotion.MoveAction == null) { Debug.Log("Smooth Locomotion Move Action has not been assigned. Make sure to assign this in the inspector if you want to be able to move around using the VR Emulator."); } } }
void Start() { characterController = GetComponent <CharacterController>(); smoothLocomotion = GetComponentInChildren <SmoothLocomotion>(); playerRigidbody = GetComponent <Rigidbody>(); _validRigidBody = playerRigidbody != null; _initialGravityModifier = Gravity; }
void Start() { characterController = GetComponentInChildren <CharacterController>(); mainCamera = Camera.main.transform; if (characterController) { _initialCharacterParent = characterController.transform.parent; } _initialGravityModifier = GravityAmount; _initialPosition = characterController.transform.position; float initialY = _initialPosition.y; if (initialY < MinElevation) { Debug.LogWarning("Initial Starting Position is lower than Minimum Elevation. Increasing Min Elevation to " + MinElevation); MinElevation = initialY; } if (initialY > MaxElevation) { Debug.LogWarning("Initial Starting Position is greater than Maximum Elevation. Reducing Max Elevation to " + MaxElevation); MaxElevation = initialY; } teleport = GetComponent <PlayerTeleport>(); smoothLocomotion = GetComponentInChildren <SmoothLocomotion>(); playerRotation = GetComponentInChildren <PlayerRotation>(); climbers = new List <Grabber>(); // Player root must be at 0,0,0 for Tracking Space to work properly. // If this player transform was moved in the editor on load, we can fix it by moving the CharacterController to the position if (transform.position != Vector3.zero || transform.localEulerAngles != Vector3.zero) { Vector3 playerPos = transform.position; Quaternion playerRot = transform.rotation; transform.position = Vector3.zero; transform.rotation = Quaternion.identity; if (characterController) { characterController.transform.position = playerPos; characterController.transform.rotation = playerRot; } Debug.Log("Player position not set to 0. Moving player to : " + playerPos); } ChangeLocomotionType(selectedLocomotion); }
void Start() { mainCameraTransform = GameObject.Find("CameraRig").transform; leftControllerTranform = GameObject.Find("LeftHandAnchor").transform; rightControllerTranform = GameObject.Find("RightHandAnchor").transform; player = FindObjectOfType <BNGPlayerController>(); // Use this to keep our head up high player.ElevateCameraIfNoHMDPresent = true; _originalPlayerYOffset = player.ElevateCameraHeight; smoothLocomotion = player.GetComponentInChildren <SmoothLocomotion>(); }
void Start() { if (GameObject.Find("CameraRig")) { mainCameraTransform = GameObject.Find("CameraRig").transform; } // Oculus Rig Setup else if (GameObject.Find("OVRCameraRig")) { mainCameraTransform = GameObject.Find("OVRCameraRig").transform; } leftHandAnchor = GameObject.Find("LeftHandAnchor").transform; rightHandAnchor = GameObject.Find("RightHandAnchor").transform; leftControllerTranform = GameObject.Find("LeftControllerAnchor").transform; rightControllerTranform = GameObject.Find("RightControllerAnchor").transform; player = FindObjectOfType <BNGPlayerController>(); if (player) { // Use this to keep our head up high player.ElevateCameraIfNoHMDPresent = true; _originalPlayerYOffset = player.ElevateCameraHeight; smoothLocomotion = player.GetComponentInChildren <SmoothLocomotion>(true); // initialize component if it's currently disabled if (smoothLocomotion != null && !smoothLocomotion.isActiveAndEnabled) { smoothLocomotion.CheckControllerReferences(); } playerTeleport = player.GetComponentInChildren <PlayerTeleport>(true); if (playerTeleport) { priorStraightSetting = playerTeleport.ForceStraightArrow; } if (smoothLocomotion == null) { Debug.Log("No Smooth Locomotion component found. Will not be able to use SmoothLocomotion without calling it manually."); } else if (smoothLocomotion.MoveAction == null) { Debug.Log("Smooth Locomotion Move Action has not been assigned. Make sure to assign this in the inspector if you want to be able to move around using the VR Emulator."); } } }
void Start() { GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player) { characterController = player.GetComponentInChildren <CharacterController>(); playerGravity = player.GetComponentInChildren <PlayerGravity>(); smoothLocomotion = player.GetComponentInChildren <SmoothLocomotion>(); } else { Debug.Log("No player object found."); } audioSource = GetComponent <AudioSource>(); }
public void ChangeLocomotionType(LocomotionType loc) { // Make sure Smooth Locomotion is available if (smoothLocomotion == null) { smoothLocomotion = GetComponent <SmoothLocomotion>(); } selectedLocomotion = loc; if (teleport == null) { teleport = GetComponent <PlayerTeleport>(); } toggleTeleport(selectedLocomotion == LocomotionType.Teleport); toggleSmoothLocomotion(selectedLocomotion == LocomotionType.SmoothLocomotion); }
void Start() { characterController = GetComponentInChildren <CharacterController>(); smoothLocomotion = GetComponentInChildren <SmoothLocomotion>(); mainCamera = GameObject.FindGameObjectWithTag("MainCamera").transform; if (characterController) { _initialPosition = characterController.transform.position; } else { _initialPosition = transform.position; } playerClimbing = GetComponentInChildren <PlayerClimbing>(); }