/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; using UnityEngine.UI; using Vector3 = UnityEngine.Vector3; using UnityEngine.EventSystems; /// /// This script runs the "HandTrackingWideMotionMode" scene in the Core SDK samples. It is an example of how to /// turn the Wide Motion Mode on and off in as well as showing the impact that this feature /// has on hand tracking behavior. /// [DisallowMultipleComponent] [HelpURL("https://developer.oculus.com/documentation/unity/unity-wide-motion-mode/")] public class OVRHandTrackingWideMotionModeSample : MonoBehaviour { /// /// The toggle used to turn Wide Motion Mode on and off. /// [SerializeField] public Toggle fusionToggle; [SerializeField] private LineRenderer leftLinePointer; [SerializeField] private LineRenderer rightLinePointer; [SerializeField] private OVRHand handLeft; [SerializeField] private OVRHand handRight; [SerializeField] private OVRInputModule inputModule; void OnEnable() { fusionToggle.onValueChanged.AddListener(OnFusionToggleChanged); } void OnDisable() { fusionToggle.onValueChanged.RemoveListener(OnFusionToggleChanged); } private void Update() { UpdateLineRenderer(); } private void UpdateLineRenderer() { leftLinePointer.enabled = false; rightLinePointer.enabled = false; UpdateLineRendererForHand(false); UpdateLineRendererForHand(true); } private void UpdateLineRendererForHand(bool isLeft) { Transform inputTransform = null; if (isLeft) { if (handLeft != null && handLeft.IsPointerPoseValid) { inputTransform = handLeft.PointerPose; if (handLeft.GetFingerIsPinching(OVRHand.HandFinger.Index)) { inputModule.rayTransform = inputTransform; } } else { inputTransform = null; } } else { if (handRight != null && handRight.IsPointerPoseValid) { inputTransform = handRight.PointerPose; if (handRight.GetFingerIsPinching(OVRHand.HandFinger.Index)) { inputModule.rayTransform = inputTransform; } } else { inputTransform = null; } inputTransform = (handRight != null && handRight.IsPointerPoseValid) ? handRight.PointerPose : null; } if (inputTransform == null) { return; } var inputPosition = inputTransform.position; LineRenderer linePointer = (isLeft) ? leftLinePointer : rightLinePointer; var ray = new Ray(inputPosition, inputTransform.rotation * Vector3.forward); linePointer.enabled = true; linePointer.SetPosition(0, inputTransform.position + ray.direction * 0.05f); linePointer.SetPosition(1, inputPosition + ray.direction * 2.5f); } private void OnFusionToggleChanged(bool newValue) { OVRManager.instance.wideMotionModeHandPosesEnabled = newValue; } }