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VR 매핑 및 걷는 부분 추가

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
public class ActionTest : MonoBehaviour
{
public SteamVR_Input_Sources handType; // 모두 사용, 왼손, 오른손
public SteamVR_Action_Boolean teleportAction; // 텔레포트 액션
public SteamVR_Action_Boolean grabAction; // 그랩 액션
void Update()
{
if (GetTeleportDown())
{
Debug.Log("Teleport" + handType);
}
if (GetGrab())
{
Debug.Log("Grab" + handType);
}
}
// 텔레포트가 활성화되면 true 반환
public bool GetTeleportDown()
{
return teleportAction.GetStateDown(handType);
}
// 잡기 액션이 활성화되어 있으면 true 반환
public bool GetGrab()
{
return grabAction.GetState(handType);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Valve.VR;
public class ControllerGrabObject : MonoBehaviour
{
public SteamVR_Input_Sources handType; // 모두 사용, 왼손, 오른손
public SteamVR_Behaviour_Pose controllerPose; // 텔레포트 액션
public SteamVR_Action_Boolean grabAction; // 그랩 액션
private GameObject collidingObject; // 현재 충돌중인 객체
private GameObject objectInHand; // 플레이어가 잡은 객체
void Update()
{
// 잡는 버튼을 누를 때
if (grabAction.GetLastStateDown(handType))
{
if (collidingObject)
{
GrabObject();
}
}
// 잡는 버튼을 땔 때
if (grabAction.GetLastStateUp(handType))
{
if (objectInHand)
{
ReleaseObject();
}
}
}
// 충돌이 시작되는 순간
public void OnTriggerEnter(Collider other)
{
SetCollidingObject(other);
}
// 충돌중일 때
public void OnTriggerStay(Collider other)
{
SetCollidingObject(other);
}
// 충돌이 끝나는 순간
public void OnTriggerExit(Collider other)
{
if (!collidingObject)
{
return;
}
collidingObject = null;
}
// 충돌중인 객체로 설정
private void SetCollidingObject(Collider col)
{
if (collidingObject || !col.GetComponent<Rigidbody>())
{
return;
}
collidingObject = col.gameObject;
}
// 객체를 잡음
private void GrabObject()
{
objectInHand = collidingObject; // 잡은 객체로 설정
collidingObject = null; // 충돌 객체 해제
var joint = AddFixedJoint();
joint.connectedBody = objectInHand.GetComponent<Rigidbody>();
}
// FixedJoint => 객체들을 하나로 묶어 고정시켜줌
// breakForce => 조인트가 제거되도록 하기 위한 필요한 힘의 크기
// breakTorque => 조인트가 제거되도록 하기 위한 필요한 토크
private FixedJoint AddFixedJoint()
{
FixedJoint fx = gameObject.AddComponent<FixedJoint>();
fx.breakForce = 20000;
fx.breakTorque = 20000;
return fx;
}
// 객체를 놓음
// contrllerPose.GetVeloecity() => 컨트롤러의 속도
// controllerPose.GetAngularVelocity() => 컨트롤러의 각속도
private void ReleaseObject()
{
if (GetComponent<FixedJoint>())
{
GetComponent<FixedJoint>().connectedBody = null;
Destroy(GetComponent<FixedJoint>());
objectInHand.GetComponent<Rigidbody>().velocity =
controllerPose.GetVelocity();
objectInHand.GetComponent<Rigidbody>().angularVelocity =
controllerPose.GetAngularVelocity();
}
objectInHand = null;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class MoveCtrl : MonoBehaviour {
public enum MoveType
{
WAY_POINT,
LOOK_AT,
DAYDREAM
}
public MoveType moveType = MoveType.WAY_POINT; // 이동 방식
public float speed = 1.0f; // 이동 속도
public float damping = 3.0f; // 회전 속도를 조절할 계수
private Transform tr;
private Transform camTr;
private CharacterController cc;
private Transform[] points; // 웨이포인트를 저장할 배열
private int nextIdx = 1; // 다음에 이동해야 할 위치 변수
public static bool isStopped = false;
void Start()
{
tr = GetComponent<Transform>();
camTr = Camera.main.GetComponent<Transform>();
cc = GetComponent<CharacterController>();
points = GameObject.Find("WayPointGroup").GetComponentsInChildren<Transform>();
}
void Update()
{
if (isStopped)
return;
switch(moveType)
{
case MoveType.WAY_POINT:
MoveWayPoint();
break;
case MoveType.LOOK_AT:
MoveLookAt();
break;
case MoveType.DAYDREAM:
break;
}
}
void MoveWayPoint()
{
// 현재 위치에서 다음 웨이포인트를 바로보는 벡터를 계산
Debug.Log(nextIdx.ToString());
Vector3 direction = points[nextIdx].position - tr.position;
// 산출된 벡터의 회전 각도를 쿼터니언 타입으로 산출
Quaternion rot = Quaternion.LookRotation(direction);
// 현재 각도에서 회전해야 할 각도까지 부드럽게 회전 처리
tr.rotation = Quaternion.Slerp(tr.rotation, rot, Time.deltaTime * damping);
// 전진 방향으로 이동 처리
tr.Translate(Vector3.forward * Time.deltaTime * speed);
}
void MoveLookAt()
{
// 메인카메라가 바라보는 방향
Vector3 dir = camTr.TransformDirection(Vector3.forward);
// dir 벡터의 방향으로 초당 speed만큼씩 이동
cc.SimpleMove(dir * speed);
}
void OnTriggerEnter(Collider coll)
{
// 웨이포인트(Point 게임오브젝트)에 충돌 여부 판단
if(coll.CompareTag("WAY_POINT"))
{
// 맨 마지막 웨이포인트에 도달했을 때 처음 인덱스로 변경
if (++nextIdx >= points.Length){
}
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class WayPointTrack : MonoBehaviour {
public Color lineColor = Color.yellow;
private Transform[] points;
void OnDrawGizmos()
{
// 라인의 색상 지정
Gizmos.color = lineColor;
// WayPointGroup 게임 오브젝트 아래에 있는 모든 Point 게임오브젝트 추출
points = GetComponentsInChildren<Transform>();
int nextIdx = 1;
Vector3 currPos = points[nextIdx].position;
Vector3 nextPos;
// Point 게임오브젝트를 순회하면서 라인을 그림
for(int i = 0; i <= points.Length; i++)
{
// 마지막 Point일 경우 첫 번째 Point로 지정
nextPos = (++nextIdx >= points.Length) ? points[1].position :
points[nextIdx].position;
// 시작 위치에서 종료 위치까지 라인을 그림
Gizmos.DrawLine(currPos, nextPos);
currPos = nextPos;
}
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Prompt developers to use settings most compatible with SteamVR.
//
//=============================================================================
#if (UNITY_5_4_OR_NEWER && !UNITY_2018_1_OR_NEWER)
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Collections.Generic;
using System.Linq;
using System;
using System.Reflection;
using UnityEditor.Callbacks;
namespace Valve.VR
{
public class SteamVR_AutoEnableVR_54to2018
{
[DidReloadScripts]
private static void OnReload()
{
EditorApplication.update += Update;
}
protected const string openVRString = "OpenVR";
private static void End()
{
EditorApplication.update -= Update;
}
public static void Update()
{
if (!SteamVR_Settings.instance.autoEnableVR || Application.isPlaying)
End();
bool enabledVR = false;
int shouldInstall = -1;
if (UnityEditor.PlayerSettings.virtualRealitySupported == false)
{
shouldInstall = UnityEditor.EditorUtility.DisplayDialogComplex("SteamVR", "Would you like to enable Virtual Reality mode?\n\nThis will enable Virtual Reality in Player Settings and add OpenVR as a target.", "Yes", "No, and don't ask again", "No");
switch (shouldInstall)
{
case 0: //yes
UnityEditor.PlayerSettings.virtualRealitySupported = true;
break;
case 1: //no:
UnityEditor.EditorApplication.update -= Update;
return;
case 2: //no, don't ask
SteamVR_Settings.instance.autoEnableVR = false;
SteamVR_Settings.Save();
UnityEditor.EditorApplication.update -= Update;
return;
}
}
UnityEditor.BuildTargetGroup currentTarget = UnityEditor.EditorUserBuildSettings.selectedBuildTargetGroup;
#if UNITY_5_6_OR_NEWER
string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevicesOnTargetGroup(currentTarget);
#else
string[] devices = UnityEditorInternal.VR.VREditor.GetVREnabledDevices(currentTarget);
#endif
bool hasOpenVR = devices.Any(device => string.Equals(device, openVRString, System.StringComparison.CurrentCultureIgnoreCase));
if (hasOpenVR == false || enabledVR)
{
string[] newDevices;
if (enabledVR && hasOpenVR == false)
{
newDevices = new string[] { openVRString }; //only list openvr if we enabled it
}
else
{
List<string> devicesList = new List<string>(devices); //list openvr as the first option if it wasn't in the list.
if (hasOpenVR)
devicesList.Remove(openVRString);
devicesList.Insert(0, openVRString);
newDevices = devicesList.ToArray();
}
int shouldEnable = -1;
if (shouldInstall == 0)
shouldEnable = 0;
else
shouldEnable = UnityEditor.EditorUtility.DisplayDialogComplex("SteamVR", "Would you like to enable OpenVR as a VR target?", "Yes", "No, and don't ask again", "No");
switch (shouldEnable)
{
case 0: //yes
#if UNITY_5_6_OR_NEWER
UnityEditorInternal.VR.VREditor.SetVREnabledDevicesOnTargetGroup(currentTarget, newDevices);
#else
UnityEditorInternal.VR.VREditor.SetVREnabledDevices(currentTarget, newDevices);
#endif
Debug.Log("<b>[SteamVR Setup]</b> Added OpenVR to supported VR SDKs list.");
break;
case 1: //no:
break;
case 2: //no, don't ask
SteamVR_Settings.instance.autoEnableVR = false;
SteamVR_Settings.Save();
break;
}
}
UnityEditor.EditorApplication.update -= Update;
}
}
}
#endif
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"references": [
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"Unity.XR.OpenVR",
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"Unity.XR.Management"
],
"includePlatforms": [
"Editor"
],
"excludePlatforms": [],
"allowUnsafeCode": false,
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"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": [],
"versionDefines": [
{
"name": "com.valvesoftware.unity.openvr",
"expression": "",
"define": "OPENVR_XR_API"
},
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"name": "com.unity.xr.management",
"expression": "3.2.0",
"define": "XR_MGMT_GTE_320"
},
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"name": "com.unity.xr.management",
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Custom inspector display for SteamVR_Camera
//
//=============================================================================
using UnityEngine;
using UnityEditor;
using System.IO;
using Valve.VR;
[CustomEditor(typeof(SteamVR_Camera)), CanEditMultipleObjects]
public class SteamVR_Editor : Editor
{
int bannerHeight = 150;
Texture logo;
SerializedProperty script, wireframe;
string GetResourcePath()
{
var ms = MonoScript.FromScriptableObject(this);
var path = AssetDatabase.GetAssetPath(ms);
path = Path.GetDirectoryName(path);
return path.Substring(0, path.Length - "Editor".Length) + "Textures/";
}
void OnEnable()
{
var resourcePath = GetResourcePath();
logo = AssetDatabase.LoadAssetAtPath<Texture2D>(resourcePath + "logo.png");
script = serializedObject.FindProperty("m_Script");
wireframe = serializedObject.FindProperty("wireframe");
foreach (SteamVR_Camera target in targets)
target.ForceLast();
}
public override void OnInspectorGUI()
{
serializedObject.Update();
var rect = GUILayoutUtility.GetRect(Screen.width - 38, bannerHeight, GUI.skin.box);
if (logo)
GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit);
if (!Application.isPlaying)
{
var expand = false;
var collapse = false;
foreach (SteamVR_Camera target in targets)
{
if (AssetDatabase.Contains(target))
continue;
if (target.isExpanded)
collapse = true;
else
expand = true;
}
if (expand)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Expand"))
{
foreach (SteamVR_Camera target in targets)
{
if (AssetDatabase.Contains(target))
continue;
if (!target.isExpanded)
{
target.Expand();
EditorUtility.SetDirty(target);
}
}
}
GUILayout.Space(18);
GUILayout.EndHorizontal();
}
if (collapse)
{
GUILayout.BeginHorizontal();
if (GUILayout.Button("Collapse"))
{
foreach (SteamVR_Camera target in targets)
{
if (AssetDatabase.Contains(target))
continue;
if (target.isExpanded)
{
target.Collapse();
EditorUtility.SetDirty(target);
}
}
}
GUILayout.Space(18);
GUILayout.EndHorizontal();
}
}
EditorGUILayout.PropertyField(script);
EditorGUILayout.PropertyField(wireframe);
serializedObject.ApplyModifiedProperties();
}
public static void ExportPackage()
{
AssetDatabase.ExportPackage(new string[] {
"Assets/SteamVR",
"Assets/Plugins/openvr_api.cs",
"Assets/Plugins/openvr_api.bundle",
"Assets/Plugins/x86/openvr_api.dll",
"Assets/Plugins/x86/steam_api.dll",
"Assets/Plugins/x86/libsteam_api.so",
"Assets/Plugins/x86_64/openvr_api.dll",
"Assets/Plugins/x86_64/steam_api.dll",
"Assets/Plugins/x86_64/libsteam_api.so",
"Assets/Plugins/x86_64/libopenvr_api.so",
}, "steamvr.unitypackage", ExportPackageOptions.Recurse);
EditorApplication.Exit(0);
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//removed and added to the SteamVR_Settings asset so it can be configured per project
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Custom inspector display for SteamVR_RenderModel
//
//=============================================================================
using UnityEngine;
using UnityEditor;
using System.Text;
using System.Collections.Generic;
namespace Valve.VR
{
[CustomEditor(typeof(SteamVR_RenderModel)), CanEditMultipleObjects]
public class SteamVR_RenderModelEditor : Editor
{
SerializedProperty script, index, modelOverride, shader, verbose, createComponents, updateDynamically;
static string[] renderModelNames;
int renderModelIndex;
void OnEnable()
{
script = serializedObject.FindProperty("m_Script");
index = serializedObject.FindProperty("index");
modelOverride = serializedObject.FindProperty("modelOverride");
shader = serializedObject.FindProperty("shader");
verbose = serializedObject.FindProperty("verbose");
createComponents = serializedObject.FindProperty("createComponents");
updateDynamically = serializedObject.FindProperty("updateDynamically");
// Load render model names if necessary.
if (renderModelNames == null)
{
renderModelNames = LoadRenderModelNames();
}
// Update renderModelIndex based on current modelOverride value.
if (modelOverride.stringValue != "")
{
for (int i = 0; i < renderModelNames.Length; i++)
{
if (modelOverride.stringValue == renderModelNames[i])
{
renderModelIndex = i;
break;
}
}
}
}
static string[] LoadRenderModelNames()
{
var results = new List<string>();
results.Add("None");
using (var holder = new SteamVR_RenderModel.RenderModelInterfaceHolder())
{
var renderModels = holder.instance;
if (renderModels != null)
{
uint count = renderModels.GetRenderModelCount();
for (uint i = 0; i < count; i++)
{
var buffer = new StringBuilder();
var requiredSize = renderModels.GetRenderModelName(i, buffer, 0);
if (requiredSize == 0)
continue;
buffer.EnsureCapacity((int)requiredSize);
renderModels.GetRenderModelName(i, buffer, requiredSize);
results.Add(buffer.ToString());
}
}
}
return results.ToArray();
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(script);
EditorGUILayout.PropertyField(index);
//EditorGUILayout.PropertyField(modelOverride);
GUILayout.BeginHorizontal();
GUILayout.Label(new GUIContent("Model Override", SteamVR_RenderModel.modelOverrideWarning));
var selected = EditorGUILayout.Popup(renderModelIndex, renderModelNames);
if (selected != renderModelIndex)
{
renderModelIndex = selected;
modelOverride.stringValue = (selected > 0) ? renderModelNames[selected] : "";
}
GUILayout.EndHorizontal();
EditorGUILayout.PropertyField(shader);
EditorGUILayout.PropertyField(verbose);
EditorGUILayout.PropertyField(createComponents);
EditorGUILayout.PropertyField(updateDynamically);
serializedObject.ApplyModifiedProperties();
}
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
//
// Purpose: Notify developers when a new version of the plugin is available.
//
//=============================================================================
using UnityEngine;
using UnityEditor;
using System.IO;
using System.Text.RegularExpressions;
#if UNITY_2018_3_OR_NEWER
#pragma warning disable CS0618
#endif
namespace Valve.VR
{
[InitializeOnLoad]
public class SteamVR_Update : EditorWindow
{
const string currentVersion = "2.1";
const string versionUrl = "http://media.steampowered.com/apps/steamvr/unitypluginversion.txt";
const string notesUrl = "http://media.steampowered.com/apps/steamvr/unityplugin-v{0}.txt";
const string pluginUrl = "http://u3d.as/content/valve-corporation/steam-vr-plugin";
const string doNotShowKey = "SteamVR.DoNotShow.v{0}";
static bool gotVersion = false;
static WWW wwwVersion, wwwNotes;
static string version, notes;
static SteamVR_Update window;
static SteamVR_Update()
{
EditorApplication.update += Update;
}
static void Update()
{
if (!gotVersion)
{
if (wwwVersion == null)
wwwVersion = new WWW(versionUrl);
if (!wwwVersion.isDone)
return;
if (UrlSuccess(wwwVersion))
version = wwwVersion.text;
wwwVersion = null;
gotVersion = true;
if (ShouldDisplay())
{
var url = string.Format(notesUrl, version);
wwwNotes = new WWW(url);
window = GetWindow<SteamVR_Update>(true);
window.minSize = new Vector2(320, 440);
//window.title = "SteamVR";
}
}
if (wwwNotes != null)
{
if (!wwwNotes.isDone)
return;
if (UrlSuccess(wwwNotes))
notes = wwwNotes.text;
wwwNotes = null;
if (notes != "")
window.Repaint();
}
EditorApplication.update -= Update;
}
static bool UrlSuccess(WWW www)
{
if (!string.IsNullOrEmpty(www.error))
return false;
if (Regex.IsMatch(www.text, "404 not found", RegexOptions.IgnoreCase))
return false;
return true;
}
static bool ShouldDisplay()
{
if (string.IsNullOrEmpty(version))
return false;
if (version == currentVersion)
return false;
if (EditorPrefs.HasKey(string.Format(doNotShowKey, version)))
return false;
// parse to see if newer (e.g. 1.0.4 vs 1.0.3)
var versionSplit = version.Split('.');
var currentVersionSplit = currentVersion.Split('.');
for (int i = 0; i < versionSplit.Length && i < currentVersionSplit.Length; i++)
{
int versionValue, currentVersionValue;
if (int.TryParse(versionSplit[i], out versionValue) &&
int.TryParse(currentVersionSplit[i], out currentVersionValue))
{
if (versionValue > currentVersionValue)
return true;
if (versionValue < currentVersionValue)
return false;
}
}
// same up to this point, now differentiate based on number of sub values (e.g. 1.0.4.1 vs 1.0.4)
if (versionSplit.Length <= currentVersionSplit.Length)
return false;
return true;
}
Vector2 scrollPosition;
bool toggleState;
string GetResourcePath()
{
var ms = MonoScript.FromScriptableObject(this);
var path = AssetDatabase.GetAssetPath(ms);
path = Path.GetDirectoryName(path);
return path.Substring(0, path.Length - "Editor".Length) + "Textures/";
}
public void OnGUI()
{
EditorGUILayout.HelpBox("A new version of the SteamVR plugin is available!", MessageType.Warning);
var resourcePath = GetResourcePath();
var logo = AssetDatabase.LoadAssetAtPath<Texture2D>(resourcePath + "logo.png");
var rect = GUILayoutUtility.GetRect(position.width, 150, GUI.skin.box);
if (logo)
GUI.DrawTexture(rect, logo, ScaleMode.ScaleToFit);
scrollPosition = GUILayout.BeginScrollView(scrollPosition);
GUILayout.Label("Current version: " + currentVersion);
GUILayout.Label("New version: " + version);
if (notes != "")
{
GUILayout.Label("Release notes:");
EditorGUILayout.HelpBox(notes, MessageType.Info);
}
GUILayout.EndScrollView();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Get Latest Version"))
{
Application.OpenURL(pluginUrl);
}
EditorGUI.BeginChangeCheck();
var doNotShow = GUILayout.Toggle(toggleState, "Do not prompt for this version again.");
if (EditorGUI.EndChangeCheck())
{
toggleState = doNotShow;
var key = string.Format(doNotShowKey, version);
if (doNotShow)
EditorPrefs.SetBool(key, true);
else
EditorPrefs.DeleteKey(key);
}
}
}
}
#if UNITY_2018_3_OR_NEWER
#pragma warning restore CS0618
#endif
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using UnityEditor;
using UnityEngine;
using System.CodeDom;
using Microsoft.CSharp;
using System.IO;
using System.CodeDom.Compiler;
using System.Linq;
using System.Collections.Generic;
using System.Reflection;
using System.Linq.Expressions;
using System;
namespace Valve.VR
{
[CustomPropertyDrawer(typeof(SteamVR_UpdateModes))]
public class SteamVR_UpdateModesEditor : PropertyDrawer
{
public override void OnGUI(Rect _position, SerializedProperty _property, GUIContent _label)
{
_property.intValue = EditorGUI.MaskField(_position, _label, _property.intValue, _property.enumNames);
}
}
}
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using UnityEngine;
using System.Collections;
namespace Valve.VR
{
public class SteamVR_CameraHelper : MonoBehaviour
{
void Start()
{
#if OPENVR_XR_API && UNITY_LEGACY_INPUT_HELPERS
if (this.gameObject.GetComponent<UnityEngine.SpatialTracking.TrackedPoseDriver>() == null)
{
this.gameObject.AddComponent<UnityEngine.SpatialTracking.TrackedPoseDriver>();
}
#endif
}
}
}
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using UnityEngine;
using System.Collections;
namespace Valve.VR.Extras
{
/// <summary>
/// This is an example class of how to force steamvr initialization. You still need to have vr mode enabled
/// but you can have the top sdk set to None, then this script will force it to OpenVR after a second
/// </summary>
public class SteamVR_ForceSteamVRMode : MonoBehaviour
{
public GameObject vrCameraPrefab;
public GameObject[] disableObjectsOnLoad;
private IEnumerator Start()
{
yield return new WaitForSeconds(1f); // just here to show that you can wait a while.
SteamVR.Initialize(true);
while (SteamVR.initializedState != SteamVR.InitializedStates.InitializeSuccess)
yield return null;
for (int disableIndex = 0; disableIndex < disableObjectsOnLoad.Length; disableIndex++)
{
GameObject toDisable = disableObjectsOnLoad[disableIndex];
if (toDisable != null)
toDisable.SetActive(false);
}
GameObject.Instantiate(vrCameraPrefab);
}
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
namespace Valve.VR.Extras
{
public class SteamVR_GazeTracker : MonoBehaviour
{
public bool isInGaze = false;
public event GazeEventHandler GazeOn;
public event GazeEventHandler GazeOff;
public float gazeInCutoff = 0.15f;
public float gazeOutCutoff = 0.4f;
// Contains a HMD tracked object that we can use to find the user's gaze
protected Transform hmdTrackedObject = null;
public virtual void OnGazeOn(GazeEventArgs gazeEventArgs)
{
if (GazeOn != null)
GazeOn(this, gazeEventArgs);
}
public virtual void OnGazeOff(GazeEventArgs gazeEventArgs)
{
if (GazeOff != null)
GazeOff(this, gazeEventArgs);
}
protected virtual void Update()
{
// If we haven't set up hmdTrackedObject find what the user is looking at
if (hmdTrackedObject == null)
{
SteamVR_TrackedObject[] trackedObjects = FindObjectsOfType<SteamVR_TrackedObject>();
foreach (SteamVR_TrackedObject tracked in trackedObjects)
{
if (tracked.index == SteamVR_TrackedObject.EIndex.Hmd)
{
hmdTrackedObject = tracked.transform;
break;
}
}
}
if (hmdTrackedObject)
{
Ray ray = new Ray(hmdTrackedObject.position, hmdTrackedObject.forward);
Plane plane = new Plane(hmdTrackedObject.forward, transform.position);
float enter = 0.0f;
if (plane.Raycast(ray, out enter))
{
Vector3 intersect = hmdTrackedObject.position + hmdTrackedObject.forward * enter;
float dist = Vector3.Distance(intersect, transform.position);
//Debug.Log("Gaze dist = " + dist);
if (dist < gazeInCutoff && !isInGaze)
{
isInGaze = true;
GazeEventArgs gazeEventArgs;
gazeEventArgs.distance = dist;
OnGazeOn(gazeEventArgs);
}
else if (dist >= gazeOutCutoff && isInGaze)
{
isInGaze = false;
GazeEventArgs gazeEventArgs;
gazeEventArgs.distance = dist;
OnGazeOff(gazeEventArgs);
}
}
}
}
}
public struct GazeEventArgs
{
public float distance;
}
public delegate void GazeEventHandler(object sender, GazeEventArgs gazeEventArgs);
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
namespace Valve.VR.Extras
{
public class SteamVR_LaserPointer : MonoBehaviour
{
public SteamVR_Behaviour_Pose pose;
//public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.__actions_default_in_InteractUI;
public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.GetBooleanAction("InteractUI");
public bool active = true;
public Color color;
public float thickness = 0.002f;
public Color clickColor = Color.green;
public GameObject holder;
public GameObject pointer;
bool isActive = false;
public bool addRigidBody = false;
public Transform reference;
public event PointerEventHandler PointerIn;
public event PointerEventHandler PointerOut;
public event PointerEventHandler PointerClick;
Transform previousContact = null;
private void Start()
{
if (pose == null)
pose = this.GetComponent<SteamVR_Behaviour_Pose>();
if (pose == null)
Debug.LogError("No SteamVR_Behaviour_Pose component found on this object", this);
if (interactWithUI == null)
Debug.LogError("No ui interaction action has been set on this component.", this);
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
holder.transform.localRotation = Quaternion.identity;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
pointer.transform.localRotation = Quaternion.identity;
BoxCollider collider = pointer.GetComponent<BoxCollider>();
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
}
else
{
if (collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
}
public virtual void OnPointerIn(PointerEventArgs e)
{
if (PointerIn != null)
PointerIn(this, e);
}
public virtual void OnPointerClick(PointerEventArgs e)
{
if (PointerClick != null)
PointerClick(this, e);
}
public virtual void OnPointerOut(PointerEventArgs e)
{
if (PointerOut != null)
PointerOut(this, e);
}
private void Update()
{
if (!isActive)
{
isActive = true;
this.transform.GetChild(0).gameObject.SetActive(true);
}
float dist = 100f;
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
if (previousContact && previousContact != hit.transform)
{
PointerEventArgs args = new PointerEventArgs();
args.fromInputSource = pose.inputSource;
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(args);
previousContact = null;
}
if (bHit && previousContact != hit.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
argsIn.fromInputSource = pose.inputSource;
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.transform;
OnPointerIn(argsIn);
previousContact = hit.transform;
}
if (!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (bHit && interactWithUI.GetStateUp(pose.inputSource))
{
PointerEventArgs argsClick = new PointerEventArgs();
argsClick.fromInputSource = pose.inputSource;
argsClick.distance = hit.distance;
argsClick.flags = 0;
argsClick.target = hit.transform;
OnPointerClick(argsClick);
}
if (interactWithUI != null && interactWithUI.GetState(pose.inputSource))
{
pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
pointer.GetComponent<MeshRenderer>().material.color = clickColor;
}
else
{
pointer.transform.localScale = new Vector3(thickness, thickness, dist);
pointer.GetComponent<MeshRenderer>().material.color = color;
}
pointer.transform.localPosition = new Vector3(0f, 0f, dist / 2f);
}
}
public struct PointerEventArgs
{
public SteamVR_Input_Sources fromInputSource;
public uint flags;
public float distance;
public Transform target;
}
public delegate void PointerEventHandler(object sender, PointerEventArgs e);
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
using System.Collections;
namespace Valve.VR.Extras
{
[RequireComponent(typeof(SteamVR_TrackedObject))]
public class SteamVR_TestThrow : MonoBehaviour
{
public GameObject prefab;
public Rigidbody attachPoint;
public SteamVR_Action_Boolean spawn = SteamVR_Input.GetAction<SteamVR_Action_Boolean>("InteractUI");
SteamVR_Behaviour_Pose trackedObj;
FixedJoint joint;
private void Awake()
{
trackedObj = GetComponent<SteamVR_Behaviour_Pose>();
}
private void FixedUpdate()
{
if (joint == null && spawn.GetStateDown(trackedObj.inputSource))
{
GameObject go = GameObject.Instantiate(prefab);
go.transform.position = attachPoint.transform.position;
joint = go.AddComponent<FixedJoint>();
joint.connectedBody = attachPoint;
}
else if (joint != null && spawn.GetStateUp(trackedObj.inputSource))
{
GameObject go = joint.gameObject;
Rigidbody rigidbody = go.GetComponent<Rigidbody>();
Object.DestroyImmediate(joint);
joint = null;
Object.Destroy(go, 15.0f);
// We should probably apply the offset between trackedObj.transform.position
// and device.transform.pos to insert into the physics sim at the correct
// location, however, we would then want to predict ahead the visual representation
// by the same amount we are predicting our render poses.
Transform origin = trackedObj.origin ? trackedObj.origin : trackedObj.transform.parent;
if (origin != null)
{
rigidbody.velocity = origin.TransformVector(trackedObj.GetVelocity());
rigidbody.angularVelocity = origin.TransformVector(trackedObj.GetAngularVelocity());
}
else
{
rigidbody.velocity = trackedObj.GetVelocity();
rigidbody.angularVelocity = trackedObj.GetAngularVelocity();
}
rigidbody.maxAngularVelocity = rigidbody.angularVelocity.magnitude;
}
}
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using UnityEngine;
namespace Valve.VR.Extras
{
public class SteamVR_TestTrackedCamera : MonoBehaviour
{
public Material material;
public Transform target;
public bool undistorted = true;
public bool cropped = true;
private void OnEnable()
{
// The video stream must be symmetrically acquired and released in
// order to properly disable the stream once there are no consumers.
SteamVR_TrackedCamera.VideoStreamTexture source = SteamVR_TrackedCamera.Source(undistorted);
source.Acquire();
// Auto-disable if no camera is present.
if (!source.hasCamera)
enabled = false;
}
private void OnDisable()
{
// Clear the texture when no longer active.
material.mainTexture = null;
// The video stream must be symmetrically acquired and released in
// order to properly disable the stream once there are no consumers.
SteamVR_TrackedCamera.VideoStreamTexture source = SteamVR_TrackedCamera.Source(undistorted);
source.Release();
}
private void Update()
{
SteamVR_TrackedCamera.VideoStreamTexture source = SteamVR_TrackedCamera.Source(undistorted);
Texture2D texture = source.texture;
if (texture == null)
{
return;
}
// Apply the latest texture to the material. This must be performed
// every frame since the underlying texture is actually part of a ring
// buffer which is updated in lock-step with its associated pose.
// (You actually really only need to call any of the accessors which
// internally call Update on the SteamVR_TrackedCamera.VideoStreamTexture).
material.mainTexture = texture;
// Adjust the height of the quad based on the aspect to keep the texels square.
float aspect = (float)texture.width / texture.height;
// The undistorted video feed has 'bad' areas near the edges where the original
// square texture feed is stretched to undo the fisheye from the lens.
// Therefore, you'll want to crop it to the specified frameBounds to remove this.
if (cropped)
{
VRTextureBounds_t bounds = source.frameBounds;
material.mainTextureOffset = new Vector2(bounds.uMin, bounds.vMin);
float du = bounds.uMax - bounds.uMin;
float dv = bounds.vMax - bounds.vMin;
material.mainTextureScale = new Vector2(du, dv);
aspect *= Mathf.Abs(du / dv);
}
else
{
material.mainTextureOffset = Vector2.zero;
material.mainTextureScale = new Vector2(1, -1);
}
target.localScale = new Vector3(1, 1.0f / aspect, 1);
// Apply the pose that this frame was recorded at.
if (source.hasTracking)
{
SteamVR_Utils.RigidTransform rigidTransform = source.transform;
target.localPosition = rigidTransform.pos;
target.localRotation = rigidTransform.rot;
}
}
}
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_BooleanEvent : UnityEvent<SteamVR_Behaviour_Boolean, SteamVR_Input_Sources, bool> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_PoseEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Pose_ConnectedChangedEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources, bool> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Pose_DeviceIndexChangedEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources, int> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Pose_TrackingChangedEvent : UnityEvent<SteamVR_Behaviour_Pose, SteamVR_Input_Sources, ETrackingResult> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_SingleEvent : UnityEvent<SteamVR_Behaviour_Single, SteamVR_Input_Sources, float, float> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_SkeletonEvent : UnityEvent<SteamVR_Behaviour_Skeleton, SteamVR_Input_Sources> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Skeleton_ConnectedChangedEvent : UnityEvent<SteamVR_Behaviour_Skeleton, SteamVR_Input_Sources, bool> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Skeleton_TrackingChangedEvent : UnityEvent<SteamVR_Behaviour_Skeleton, SteamVR_Input_Sources, ETrackingResult> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Vector2Event : UnityEvent<SteamVR_Behaviour_Vector2, SteamVR_Input_Sources, Vector2, Vector2> { }
}
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//======= Copyright (c) Valve Corporation, All rights reserved. ===============
using System;
using UnityEngine;
using UnityEngine.Events;
namespace Valve.VR
{
[Serializable]
public class SteamVR_Behaviour_Vector3Event : UnityEvent<SteamVR_Behaviour_Vector3, SteamVR_Input_Sources, Vector3, Vector3> { }
}
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