VR4RoboticArm2/VR4RoboticArm/Library/PackageCache/com.meta.xr.sdk.voice/Samples~/Composer/Scripts/FaceCamera.cs
IonutMocanu 48cccc22ad Main2
2025-09-08 11:13:29 +03:00

63 lines
2.0 KiB
C#

/*
* 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
{
/// <summary>
/// Class for rotating object to face main camera on update
/// </summary>
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;
}
}
}