/*
* 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;
///
/// This is a simple script for running the "Simultaneous Hands And Controllers" sample.
///
///
/// The sample is extremely straightforward: when the enabled button is pressed,
/// is invoked such that simultaneous
/// hand and controller usage becomes feasible; correspondingly,
/// when the disable button is pressed.
/// The sample also populates display text with the string representation of the currently active
/// .
///
[DisallowMultipleComponent]
public class OVRSimultaneousHandsAndControllersSample : MonoBehaviour
{
[SerializeField]
private Button enableButton;
[SerializeField]
private Button disableButton;
///
/// The text asset using which the string representation of the currently active
/// will be displayed.
///
///
/// This field can be set or modified programmatically; however, leaving it null during an update
/// is unsupported and will cause errors.
///
[SerializeField]
public Text displayText;
private void Update()
{
displayText.text = OVRInput.GetActiveController().ToString();
}
///
/// Enables simultaneous hands and controllers, disables the enable button, and enables the
/// disable button.
///
///
/// This method is intended to be invoked in response to a press on the enable button.
///
public void EnableSimultaneousHandsAndControllers()
{
OVRInput.EnableSimultaneousHandsAndControllers();
enableButton.interactable = false;
disableButton.interactable = true;
}
///
/// Disables simultaneous hands and controllers, enables the enable button, and disables the
/// disable button.
///
///
/// This method is intended to be invoked in response to a press on the enable button.
///
public void DisableSimultaneousHandsAndControllers()
{
OVRInput.DisableSimultaneousHandsAndControllers();
enableButton.interactable = true;
disableButton.interactable = false;
}
}