version 2.4.0
This commit is contained in:
@@ -127,7 +127,7 @@ namespace VIVE.OpenXR.Samples.Anchor
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if (AnchorManager.GetTrackingSpacePose(anchor, out Pose pose))
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{
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// Convert tracking space pose to rig space pose
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// Convert tracking space pose to world space pose
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obj.position = rig.TransformPoint(pose.position);
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obj.rotation = rig.rotation * pose.rotation;
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File diff suppressed because it is too large
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@@ -0,0 +1,116 @@
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// Made with Amplify Shader Editor
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Shader "Wave/Essence/Hand/Model"
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{
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Properties
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[HDR]_GraColorA("GradianColorA", Color) = (0.1058824,0.6901961,0.9019608,0)
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[HDR]_GraColorB("GradianColorB", Color) = (1,1,1,0)
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[HDR]_ConGraColorA("ContourColorA", Color) = (0.1058824,0.6901961,0.9019608,0)
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[HDR]_ConGraColorB("ContourColorB", Color) = (1,1,1,0)
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_Gradient_Blur("Gradient_Blur", Range(0 , 1)) = 0.2854134
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_Gradient_level("Gradient_level", Range(0 , 1)) = 0.5225084
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_Opacity("Opacity", Range(0 , 1)) = 0.45
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_line_opacity("line_opacity", Range(0 , 1)) = 0.5
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_OutlineThickness("OutlineThickness", Range(0 , 0.002)) = 0.001
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_AlphaText("AlphaText", 2D) = "white" {}
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[HideInInspector] _texcoord3("", 2D) = "white" {}
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}
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SubShader
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Pass
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{
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ColorMask 0
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ZWrite On
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}
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Cull Front
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CGPROGRAM
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#pragma target 3.0
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#pragma surface outlineSurf Outline nofog alpha:fade keepalpha noshadow noambient novertexlights nolightmap nodynlightmap nodirlightmap nometa noforwardadd vertex:outlineVertexDataFunc
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struct Input
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{
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float2 uv3_texcoord3;
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float2 uv_texcoord;
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};
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uniform float _OutlineThickness;
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uniform float4 _ConGraColorA;
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uniform float4 _ConGraColorB;
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uniform float _Gradient_level;
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uniform float _Gradient_Blur;
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uniform float _line_opacity;
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uniform sampler2D _AlphaText;
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void outlineVertexDataFunc(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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float outlineVar = _OutlineThickness;
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v.vertex.xyz += (v.normal * outlineVar);
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}
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inline half4 LightingOutline(SurfaceOutput s, half3 lightDir, half atten) { return half4 (0,0,0, s.Alpha); }
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void outlineSurf(Input i, inout SurfaceOutput o)
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{
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float clampResult114 = clamp((_Gradient_level + ((_Gradient_level - i.uv3_texcoord3.y) / _Gradient_Blur)) , 0.0 , 1.0);
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float4 lerpResult100 = lerp(_ConGraColorA, _ConGraColorB, clampResult114);
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float4 tex2DNode92 = tex2D(_AlphaText, i.uv_texcoord);
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o.Emission = lerpResult100.rgb;
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o.Alpha = (_line_opacity * tex2DNode92).r;
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}
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ENDCG
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Tags{ "RenderType" = "Transparent" "Queue" = "Transparent+0" "IgnoreProjector" = "True" "IsEmissive" = "true" }
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Cull Back
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Blend SrcAlpha OneMinusSrcAlpha
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CGPROGRAM
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#pragma target 3.0
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#pragma surface surf Unlit keepalpha noshadow vertex:vertexDataFunc
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struct Input
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{
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float2 uv3_texcoord3;
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float2 uv_texcoord;
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};
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uniform float4 _GraColorA;
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uniform float4 _GraColorB;
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uniform float _Gradient_level;
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uniform float _Gradient_Blur;
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uniform float _Opacity;
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uniform sampler2D _AlphaText;
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void vertexDataFunc(inout appdata_full v, out Input o)
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{
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UNITY_INITIALIZE_OUTPUT(Input, o);
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v.vertex.xyz += 0;
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}
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inline half4 LightingUnlit(SurfaceOutput s, half3 lightDir, half atten)
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{
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return half4 (0, 0, 0, s.Alpha);
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}
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void surf(Input i , inout SurfaceOutput o)
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{
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float clampResult114 = clamp((_Gradient_level + ((_Gradient_level - i.uv3_texcoord3.y) / _Gradient_Blur)) , 0.0 , 1.0);
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float4 lerpResult100 = lerp(_GraColorA , _GraColorB , clampResult114);
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o.Emission = lerpResult100.rgb;
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float4 color104 = IsGammaSpace() ? float4(0,0,0,0) : float4(0,0,0,0);
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float4 color102 = IsGammaSpace() ? float4(1,1,1,0) : float4(1,1,1,0);
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float smoothstepResult103 = smoothstep(-0.05 , 1.0 , i.uv3_texcoord3.y);
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float4 lerpResult105 = lerp(color104 , color102 , smoothstepResult103);
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float4 tex2DNode92 = tex2D(_AlphaText, i.uv_texcoord);
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o.Alpha = (lerpResult105 * _Opacity * tex2DNode92).r;
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}
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ENDCG
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}
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CustomEditor "ASEMaterialInspector"
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}
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public InputActionReference Rotation { get { return m_Rotation; } set { m_Rotation = value; } }
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[SerializeField]
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[SerializeField]
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private void Start()
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@@ -108,6 +128,70 @@ namespace VIVE.OpenXR.Samples.OpenXRInput
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}
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{
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{
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}
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else
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}
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}
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}
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}
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@@ -94,11 +94,11 @@ namespace VIVE.OpenXR.Samples.OpenXRInput
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}
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public static string Name(this ActionRefError error)
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{
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return "";
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@@ -327,6 +327,24 @@ namespace VIVE.OpenXR.Samples.OpenXRInput
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}
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m_Text: 'Mode:
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1. <b><size=55>Real Hand Mode</size></b> : The physics engine
|
||||
is calculated by WAVE.
|
||||
is calculated by UNITY.
|
||||
|
||||
2. <b><size=55>Unity Mode</size></b> : The physics
|
||||
engine is calculated by UNITY.
|
||||
2. <b><size=55>Virtual Hand Mode</size></b> : There
|
||||
is no physics engine.
|
||||
|
||||
3. <b><size=55>Virtual Hand Mode</size></b>
|
||||
: There is no physics engine.'
|
||||
|
||||
You should build it with HandGrab_RealHand and HandGrab_VirtualHand
|
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to ensure the demo functions properly.'
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@@ -0,0 +1,37 @@
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Shader "Custom/WoodenDoorShader"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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_Glossiness ("Smoothness", Range(0,1)) = 0.5
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_Metallic ("Metallic", Range(0,1)) = 0.0
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}
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SubShader
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{
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Tags { "RenderType"="Opaque" }
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LOD 200
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CGPROGRAM
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#pragma surface surf Standard fullforwardshadows
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struct Input
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{
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float2 uv_MainTex;
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};
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sampler2D _MainTex;
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float _Glossiness;
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float _Metallic;
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void surf(Input IN, inout SurfaceOutputStandard o)
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{
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fixed4 c = tex2D(_MainTex, IN.uv_MainTex);
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o.Albedo = c.rgb;
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o.Metallic = _Metallic;
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o.Smoothness = _Glossiness;
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o.Alpha = c.a;
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}
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ENDCG
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}
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FallBack "Diffuse"
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}
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human: []
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skeleton: []
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armTwist: 0.5
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foreArmTwist: 0.5
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upperLegTwist: 0.5
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legTwist: 0.5
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armStretch: 0.05
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legStretch: 0.05
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@@ -1,3 +1,4 @@
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using VIVE.OpenXR.Toolkits.RealisticHandInteraction;
|
||||
|
||||
@@ -7,12 +8,13 @@ namespace VIVE.OpenXR.Samples.RealisticHandInteraction
|
||||
{
|
||||
private void OnEnable()
|
||||
{
|
||||
#if UNITY_XR_HANDS
|
||||
if (DataWrapper.Validate())
|
||||
{
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
#endif
|
||||
StartCoroutine(CheckHandTrackingValid());
|
||||
}
|
||||
|
||||
private IEnumerator CheckHandTrackingValid()
|
||||
{
|
||||
yield return new WaitUntil(() => DataWrapper.Validate());
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,7 +7,6 @@ namespace VIVE.OpenXR.Samples.RealisticHandInteraction
|
||||
public enum CollisionMode
|
||||
{
|
||||
REALHAND,
|
||||
UNITY,
|
||||
VIRTUALHAND
|
||||
}
|
||||
|
||||
|
||||
@@ -31,9 +31,6 @@ namespace VIVE.OpenXR.Samples.RealisticHandInteraction
|
||||
case ModeEvent.CollisionMode.REALHAND:
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("HandGrab_RealHand");
|
||||
break;
|
||||
case ModeEvent.CollisionMode.UNITY:
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("HandGrab_Unity");
|
||||
break;
|
||||
case ModeEvent.CollisionMode.VIRTUALHAND:
|
||||
UnityEngine.SceneManagement.SceneManager.LoadScene("HandGrab_VirtualHand");
|
||||
break;
|
||||
|
||||
Reference in New Issue
Block a user