/// <summary> Set ignoreCollision between this layer and another set of rigidbodies. </summary> /// <param name="otherLayer"></param> /// <param name="ignoreCollision"></param> public void SetIgnoreCollision(SG_HandRigidBodies otherLayer, bool ignoreCollision) { if (otherLayer != null) { if (this.wristFeedbackScript != null) { otherLayer.SetIgnoreCollision(this.wristFeedbackScript.gameObject, ignoreCollision); } for (int f = 0; f < fingerFeedbackScripts.Length; f++) { if (fingerFeedbackScripts[f] != null) { otherLayer.SetIgnoreCollision(fingerFeedbackScripts[f].gameObject, ignoreCollision); } } } }
/// <summary> Ignore collision between this layer and another. </summary> /// <param name="rigidBodies"></param> /// <param name="ignoreCollisions"></param> public override void SetIgnoreCollision(SG_HandRigidBodies rigidBodies, bool ignoreCollisions) { if (rigidBodies != null) { if (palmTouch != null) { rigidBodies.SetIgnoreCollision(this.palmTouch.gameObject, ignoreCollisions); } if (thumbTouch != null) { rigidBodies.SetIgnoreCollision(this.thumbTouch.gameObject, ignoreCollisions); } if (indexTouch != null) { rigidBodies.SetIgnoreCollision(this.indexTouch.gameObject, ignoreCollisions); } if (middleTouch != null) { rigidBodies.SetIgnoreCollision(this.middleTouch.gameObject, ignoreCollisions); } } }