protected virtual void Start() { // Make sure the Tagalong object has a BoxCollider. tagalongCollider = GetComponent <BoxCollider>(); // Get the Interpolator component and set some default parameters for // it. These parameters can be adjusted in Unity's Inspector as well. interpolator = gameObject.GetComponent <Interpolator>(); interpolator.SmoothLerpToTarget = SmoothMotion; interpolator.SmoothPositionLerpRatio = SmoothingFactor; }
protected virtual void Start() { // Make sure the Tagalong object has a BoxCollider. tagalongCollider = GetComponent<BoxCollider>(); // Get the Interpolator component and set some default parameters for // it. These parameters can be adjusted in Unity's Inspector as well. interpolator = gameObject.GetComponent<Interpolator>(); interpolator.SmoothLerpToTarget = SmoothMotion; interpolator.SmoothPositionLerpRatio = SmoothingFactor; }
private void BeginManipulation() { if (GestureManager.Instance != null && GestureManager.Instance.ManipulationInProgress) { Manipulating = true; targetInterpolator = gameObject.GetComponent <Interpolator>(); // In order to ensure that any manipulated objects move with the user, we do all our math relative to the camera, // so when we save the initial hand position and object position we first transform them into the camera's coordinate space initialHandPosition = Camera.main.transform.InverseTransformPoint(GestureManager.Instance.ManipulationHandPosition); initialObjectPosition = Camera.main.transform.InverseTransformPoint(transform.position); } }
private void BeginManipulation(InteractionSourceKind sourceKind) { // Check if the gesture manager is not null, we're currently focused on this Game Object, and a current manipulation is in progress. if (gestureManager != null && gestureManager.FocusedObject != null && gestureManager.FocusedObject == gameObject && gestureManager.ManipulationInProgress) { Manipulating = true; targetInterpolator = gameObject.GetComponent <Interpolator>(); // In order to ensure that any manipulated objects move with the user, we do all our math relative to the camera, // so when we save the initial manipulation position and object position we first transform them into the camera's coordinate space initialManipulationPosition = Camera.main.transform.InverseTransformPoint(gestureManager.ManipulationPosition); initialObjectPosition = Camera.main.transform.InverseTransformPoint(transform.position); } }
private void BeginManipulation(InteractionSourceKind sourceKind) { // Check if the gesture manager is not null, we're currently focused on this Game Object, and a current manipulation is in progress. if (gestureManager != null && gestureManager.FocusedObject != null && gestureManager.FocusedObject == gameObject && gestureManager.ManipulationInProgress) { Manipulating = true; targetInterpolator = gameObject.GetComponent<Interpolator>(); // In order to ensure that any manipulated objects move with the user, we do all our math relative to the camera, // so when we save the initial manipulation position and object position we first transform them into the camera's coordinate space initialManipulationPosition = Camera.main.transform.InverseTransformPoint(gestureManager.ManipulationPosition); initialObjectPosition = Camera.main.transform.InverseTransformPoint(transform.position); } }
protected virtual void Start() { // Make sure the Tagalong object has a BoxCollider. tagalongCollider = GetComponent <BoxCollider>(); // Get the Interpolator component and set some default parameters for // it. These parameters can be adjusted in Unity's Inspector as well. interpolator = gameObject.GetComponent <Interpolator>(); interpolator.SmoothLerpToTarget = SmoothMotion; interpolator.SmoothPositionLerpRatio = SmoothingFactor; if (TagAlongView == null) { Debug.Log("No Tagalong camera specified. Using main camera."); TagAlongView = Camera.main; } TagAlongView.orthographicSize = triggerDistance; }