/* * 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 Meta.WitAi.Composer.Samples { /// /// Class for rotating object to face main camera on update /// public class FaceCamera : MonoBehaviour { // Main camera private static Camera _mainCamera; public bool OnlyY = true; // Update is called once per frame void Update() { // Obtain main camera if (_mainCamera == null) { // Obtain main camera _mainCamera = Camera.main; // Not found, log & destroy script if (_mainCamera == null) { Debug.LogError($"{GetType().Name} - No Main Camera Found"); Destroy(this); return; } } // Look at camera Vector3 direction = transform.position - _mainCamera.transform.position; Quaternion rotation = Quaternion.LookRotation(direction.normalized); if (OnlyY) { rotation = Quaternion.Euler(0f, rotation.eulerAngles.y, 0f); } transform.rotation = rotation; } } }