/* * 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; namespace Oculus.Interaction.Samples { public class StayInView : MonoBehaviour { [SerializeField] private Transform _eyeCenter; [SerializeField] private float _extraDistanceForward = 0; [SerializeField] private bool _zeroOutEyeHeight = true; void Update() { transform.rotation = Quaternion.identity; transform.position = _eyeCenter.position; transform.Rotate(0, _eyeCenter.rotation.eulerAngles.y, 0, Space.Self); transform.position = _eyeCenter.position + transform.forward.normalized * _extraDistanceForward; if (_zeroOutEyeHeight) transform.position = new Vector3(transform.position.x, 0, transform.position.z); } } }