private void WorldManager_OnPositionalLocatorStateChanged(UnityEngine.XR.WSA.PositionalLocatorState oldState, UnityEngine.XR.WSA.PositionalLocatorState newState) { if (newState == UnityEngine.XR.WSA.PositionalLocatorState.Active) { previousValue = UnityEngine.XR.XRDevice.SetTrackingSpaceType(NeedRoomScale ? UnityEngine.XR.TrackingSpaceType.RoomScale : UnityEngine.XR.TrackingSpaceType.Stationary); CheckForRecenter(); } }
private void WorldManager_OnPositionalLocatorStateChanged(UnityEngine.XR.WSA.PositionalLocatorState oldState, UnityEngine.XR.WSA.PositionalLocatorState newState) { CurrentState = newState; if (newState == UnityEngine.XR.WSA.PositionalLocatorState.Active) { // This simply activates/deactivates this object and all children when tracking changes gameObject.SetActive(true); } else { gameObject.SetActive(false); } }