// Update is called once per frame void Update() { if (RayFromCamera.ObjectLookAt() != null && teleport.CanTeleport) { //Debug.Log(Pose.GetLocalPosition(HandType).y + " " + Pose.GetVelocity(HandType).y); GameObject obj = RayFromCamera.ObjectLookAt(); //if (Pose.GetLocalPosition(HandType).y <= teleport.heightRequired && // (Pose.GetLastLocalPosition(HandType).y - Pose.GetLocalPosition(HandType).y) > 0 && // (Pose.GetLastVelocity(HandType).y - Pose.GetVelocity(HandType).y) > 0 && // Pose.GetVelocity(HandType).y <= teleport.speedRequired) //if((Pose.GetVelocity(HandType).y > 1 && Pose.GetLocalPosition(HandType).y > 0.1f) || Trigger.GetStateDown(SteamVR_Input_Sources.Any)) if (Pose.GetLocalPosition(HandType).y <= teleport.heightRequired && (Pose.GetLastLocalPosition(HandType).y - Pose.GetLocalPosition(HandType).y) > 0 && (Pose.GetLastVelocity(HandType).y - Pose.GetVelocity(HandType).y) > 0 && Pose.GetVelocity(HandType).y <= teleport.speedRequired) { teleport.Begin(obj); teleport.CanTeleport = false; } } //ShowTargetObject(); }
public Vector3 DifferenceLocalPosition() { return(pose.GetLocalPosition(handType) - pose.GetLastLocalPosition(handType)); }