我想团结一致的VR游戏。我有基本知识,如门,抽屉,枪和物体选择器上部脚本。我想建立一个基础构建器/编辑器,但我完全不知道如何获得控制器指向的位置(如激光指针) 该项目位于c#
答案 0 :(得分:1)
您必须从控制器向对象进行光线投射。
https://docs.unity3d.com/ScriptReference/Physics.Raycast.html
为了简化您的工作,我建议您使用VRTK工具包,您只需将断言添加到您的统一项目:https://vrtoolkit.readme.io/
该工具包具有许多功能,如激光点,抓取等。
我希望这可以帮到你!
编辑:
这是VRTK工具包中激光指示器的一个很好的例子:
using UnityEngine;
using System.Collections;
public class ViveCursor : MonoBehaviour
{
public enum AxisType
{
XAxis,
ZAxis
}
public Color color;
public float thickness = 0.002f;
public AxisType facingAxis = AxisType.XAxis;
public float length = 100f;
public bool showCursor = true;
GameObject holder;
GameObject pointer;
GameObject cursor;
Vector3 cursorScale = new Vector3(0.05f, 0.05f, 0.05f);
float contactDistance = 0f;
Transform contactTarget = null;
void SetPointerTransform(float setLength, float setThicknes)
{
//if the additional decimal isn't added then the beam position glitches
float beamPosition = setLength / (2 + 0.00001f);
if (facingAxis == AxisType.XAxis)
{
pointer.transform.localScale = new Vector3(setLength, setThicknes, setThicknes);
pointer.transform.localPosition = new Vector3(beamPosition, 0f, 0f);
if (showCursor)
{
cursor.transform.localPosition = new Vector3(setLength - cursor.transform.localScale.x, 0f, 0f);
}
}
else
{
pointer.transform.localScale = new Vector3(setThicknes, setThicknes, setLength);
pointer.transform.localPosition = new Vector3(0f, 0f, beamPosition);
if (showCursor)
{
cursor.transform.localPosition = new Vector3(0f, 0f, setLength - cursor.transform.localScale.z);
}
}
}
// Use this for initialization
void Start()
{
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.GetComponent<MeshRenderer>().material = newMaterial;
pointer.GetComponent<BoxCollider>().isTrigger = true;
pointer.AddComponent<Rigidbody>().isKinematic = true;
pointer.layer = 2;
if (showCursor)
{
cursor = GameObject.CreatePrimitive(PrimitiveType.Sphere);
cursor.transform.parent = holder.transform;
cursor.GetComponent<MeshRenderer>().material = newMaterial;
cursor.transform.localScale = cursorScale;
cursor.GetComponent<SphereCollider>().isTrigger = true;
cursor.AddComponent<Rigidbody>().isKinematic = true;
cursor.layer = 2;
}
SetPointerTransform(length, thickness);
}
float GetBeamLength(bool bHit, RaycastHit hit)
{
float actualLength = length;
//reset if beam not hitting or hitting new target
if (!bHit || (contactTarget && contactTarget != hit.transform))
{
contactDistance = 0f;
contactTarget = null;
}
//check if beam has hit a new target
if (bHit)
{
if (hit.distance <= 0)
{
}
contactDistance = hit.distance;
contactTarget = hit.transform;
}
//adjust beam length if something is blocking it
if (bHit && contactDistance < length)
{
actualLength = contactDistance;
}
if (actualLength <= 0)
{
actualLength = length;
}
return actualLength; ;
}
void Update()
{
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hitObject;
bool rayHit = Physics.Raycast(raycast, out hitObject);
float beamLength = GetBeamLength(rayHit, hitObject);
SetPointerTransform(beamLength, thickness);
}
}