我编写了一个脚本,通过从控制器投射的光线来选择一个带有刚体组件的对象并移动它。我制作对象,控制器的子对象,然后在场景中移动它。我已经有一个脚本,可以通过从控制器投射的光线检测对象,将其拾起并使用控制器上下左右移动。
现在,我想使用 oculus go 的触摸板沿 z 轴制作选定的对象。但是我不知道该怎么做。这是我用来附加到父级的功能:
public virtual void Store(Transform NewParent)
{
//The following stops the object being effected by physics while it's in
the players hand
rb.isKinematic = true;
//And fixes it to the new parent it is given by the player script to
follow.
transform.parent = NewParent;
//It then resets it's position and rotation to match it's new parent
object
//transform.localRotation = Quaternion.identity;
//transform.localPosition = Vector3.zero;
}
然后我在指针类中使用它来将它附加到射线上:
void Intract()
{
//We set up the input "OculusPrimaryIndexTrigger" in the Input manager
if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger))
{
selectVisual.ClearObject();
//Check if you are holding something you can throw first
if (inHand != null)
{
inHand.Release(controllerRef.forward, throwForce);
inHand = null;
//We do this check here to prevent Errors if you have nothing
selected
}
else if (selectedObject != null)
{
//Check if you can pick up the selected object second
if (selectedObject.GetComponent<PickUp>())
{
//Beacuse PickUp is a child of PropBase, we can ask InHand
to store selectedObject as PickUp, rather than use GetComponent
inHand = selectedObject as PickUp;
inHand.Store(holdingRef);
//If non of the above were valid then simple call the
trigger function of the selected object
}
else
{
selectedObject.Trigger();
}
}
//If you have a object that you need to hold down a button to
intract with
}
else if (pointerOver != null)
{
if (pointerOver.GetComponent<PropBase>())
{
selectedObject = pointerOver.GetComponent<PropBase>();
}
else
{
selectedObject = null;
}
}
else
{
selectedObject = null;
}
}
}
如果有人能指出我正确的方向或帮助我,我将不胜感激!
提前致谢