public override void UpdateComponent() { WindowsMRDevice.SensorState controllerState = WindowsMRDevice.GetControllerState(isLeft); if (!controllerState.tracked) { status = Status.Present; return; } transform.position = trackerTransform.TransformPoint(controllerState.position); transform.rotation = trackerTransform.rotation * controllerState.rotation; positionConfidence = controllerState.positionConfidence; rotationConfidence = controllerState.rotationConfidence; status = Status.Tracking; gameObject.SetActive(true); UpdateInput(); }
public override void UpdateComponent() { WindowsMRDevice.SensorState hmdState = WindowsMRDevice.GetHmdState(); if (!hmdState.tracked) { status = Status.Present; return; } transform.position = trackerTransform.TransformPoint(hmdState.position); transform.rotation = trackerTransform.rotation * hmdState.rotation; positionConfidence = hmdState.positionConfidence; rotationConfidence = hmdState.rotationConfidence; status = Status.Tracking; gameObject.SetActive(true); FuseWithUnityCamera(); }