//------------------------------------------------- private void PlayPointerHaptic(bool validLocation) { Debug.LogWarning("PlayPointerHaptic - Teleportation"); /* * if ( pointerHand.controller != null ) * { * if ( validLocation ) * { * pointerHand.controller.TriggerHapticPulse( 800 ); * } * else * { * pointerHand.controller.TriggerHapticPulse( 100 ); * } * } */ if (pointerHand.PhysicalController != null) { if (validLocation) { pointerHand.TriggerHapticPulse(800); } else { pointerHand.TriggerHapticPulse(100); } } }
//------------------------------------------------- private void PlayPointerHaptic(bool validLocation) { if (pointerHand != null) { if (validLocation) { pointerHand.TriggerHapticPulse(800); } else { pointerHand.TriggerHapticPulse(100); } } }
// Update is called once per frame void Update() { float distance = 1000; Ray ray = new Ray(FirePoint.position, transform.forward); RaycastHit hit; if (Physics.Raycast(ray, out hit, distance)) { distance = Vector3.Distance(hit.point, FirePoint.position); } laser.localScale = new Vector3(0.01f, distance / 2f, 0.01f); laser.position = FirePoint.position + transform.forward * distance / 2f; if (Hand.Inputs[NVRButtons.Trigger].IsPressed) { if (Physics.Raycast(FirePoint.position, transform.forward, out hit, distance)) { if (hit.collider.CompareTag("PhobicObject")) { Destroy(hit.transform.gameObject); } } Hand.TriggerHapticPulse(500); } if (Hand.Inputs[NVRButtons.Trigger].PressDown == true) { laser.GetComponent <MeshRenderer>().material.color = onColor; } if (Hand.Inputs[NVRButtons.Trigger].PressUp == true) { laser.GetComponent <MeshRenderer>().material.color = offColor; } }