Я пытаюсь создать приложение VR для Oculus go.Я пытаюсь переместить OVRPlayerContoller, указывая на позицию на земле, щелкая, чтобы установить целевую позицию, а затем ваш персонаж движется к ней.Контроллер плеера не движется к указанной точке, даже если объект создан на этой позиции. Я написал для него этот скрипт, прикрепил и прикрепил его к OVRPlayerController.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ClickToMove : MonoBehaviour
{
private Vector3 targetPos; //This Vector3 will store the position where we click to move.
private bool Moving = false; //This bool keeps track of whether we are in the process of moving or not.
private GameObject targetInstance;
//The variables we want to customize. Added info headers to these for the Unity Editor.
[Header("Our Go controller object")]
public GameObject goController;
[Header("Movement Speed")]
public float speed = 1;
[Header("Stop When This Far Away From Target")]
public float haltDistance = 0;
[Header("Optional Target Object")]
public GameObject targetObj;
void Update()
{
MoveToTarget(); //Here we simply run our MoveToTarget method in the Update method.
//That way we don't clutter up the Update method with too much code.
}
void MoveToTarget() //Here we do the cluttering instead.
{
var ray = new Ray(goController.transform.position, goController.transform.forward); //Create a ray going from the goController position and in the Forward direction of the goController.
RaycastHit hitInfo; //Store info about what the ray hits.
Physics.Raycast(ray, out hitInfo, 100);
if (OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger)) //If we release the trigger..
{
targetPos = hitInfo.point; //Make our targetPos assume the positional value of the hit point.
if (targetObj) //If we have specified a Target Object to mark where we click.
//If we didn't, then we don't want to try to instantiate it.
{
if (targetInstance) //If there is already a Target Object in the scene.
{
Destroy(targetInstance); //Destroy it.
}
targetInstance = Instantiate(targetObj, targetPos, transform.rotation); //Create our Target object at the position we clicked.
}
Moving = true; //And finally we set Moving to True.
}
if (Moving == true) //Since Moving is now true
{
transform.position = Vector3.MoveTowards(transform.position, new Vector3(targetPos.x, transform.position.y, targetPos.z), speed * Time.deltaTime); //Transform our x and z position to move towards the targetPos.
//Note that our y position is kept at default transform position since we only want to move along the ground plane.
}
if (Vector3.Distance(transform.position, targetPos) <= haltDistance + 1) //Check proximity to targetPos. Mainly useful to keep your player from setting a target position right next to say a building and then end up clipping through half of it.
{
if (targetInstance) //If we created a Target Object..
{
Destroy(targetInstance); //Then we want to destroy it when we reach it.
}
Moving = false; //Since we have now arrived at our target destination.
}
}
}
Я создал префаб куба для целевого объекта и перетащил префаб TrackedRemote (который содержит модель контроллера Go и скрипт) в слот Go Contoller.
Затем я создал луч из моего контроллера, используя приведенный ниже скрипт, и подключил его к OVRCameraRig.
using UnityEngine;
using UnityEngine.Events;
public class VRRaycaster : MonoBehaviour
{
[System.Serializable]
public class Callback : UnityEvent<Ray, RaycastHit> { }
public Transform leftHandAnchor = null;
public Transform rightHandAnchor = null;
public Transform centerEyeAnchor = null;
public LineRenderer lineRenderer = null;
public float maxRayDistance = 500.0f;
public LayerMask excludeLayers;
public VRRaycaster.Callback raycastHitCallback;
void Awake()
{
if (leftHandAnchor == null)
{
Debug.LogWarning("Assign LeftHandAnchor in the inspector!");
GameObject left = GameObject.Find("LeftHandAnchor");
if (left != null)
{
leftHandAnchor = left.transform;
}
}
if (rightHandAnchor == null)
{
Debug.LogWarning("Assign RightHandAnchor in the inspector!");
GameObject right = GameObject.Find("RightHandAnchor");
if (right != null)
{
rightHandAnchor = right.transform;
}
}
if (centerEyeAnchor == null)
{
Debug.LogWarning("Assign CenterEyeAnchor in the inspector!");
GameObject center = GameObject.Find("CenterEyeAnchor");
if (center != null)
{
centerEyeAnchor = center.transform;
}
}
if (lineRenderer == null)
{
Debug.LogWarning("Assign a line renderer in the inspector!");
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
lineRenderer.receiveShadows = false;
lineRenderer.widthMultiplier = 0.02f;
}
}
Transform Pointer
{
get
{
OVRInput.Controller controller = OVRInput.GetConnectedControllers();
if ((controller & OVRInput.Controller.LTrackedRemote) != OVRInput.Controller.None)
{
return leftHandAnchor;
}
else if ((controller & OVRInput.Controller.RTrackedRemote) != OVRInput.Controller.None)
{
return rightHandAnchor;
}
// If no controllers are connected, we use ray from the view camera.
// This looks super ackward! Should probably fall back to a simple reticle!
return centerEyeAnchor;
}
}
void Update()
{
Transform pointer = Pointer;
if (pointer == null)
{
return;
}
Ray laserPointer = new Ray(pointer.position, pointer.forward);
if (lineRenderer != null)
{
lineRenderer.SetPosition(0, laserPointer.origin);
lineRenderer.SetPosition(1, laserPointer.origin + laserPointer.direction * maxRayDistance);
}
RaycastHit hit;
if (Physics.Raycast(laserPointer, out hit, maxRayDistance, ~excludeLayers))
{
if (lineRenderer != null)
{
lineRenderer.SetPosition(1, hit.point);
}
if (raycastHitCallback != null)
{
raycastHitCallback.Invoke(laserPointer, hit);
}
}
}
}
Проблема в том, что когда я нажимаю на триггер, GameObject создается в этой точке на полу, но OVRPlayerController не движется к нему.
Я также прикрепил свой скрипт OVRPlayerController.cs ниже:
using System;
using UnityEngine;
/// <summary>
/// Controls the player's movement in virtual reality.
/// </summary>
[RequireComponent(typeof(CharacterController))]
public class OVRPlayerController : MonoBehaviour
{
/// <summary>
/// The rate acceleration during movement.
/// </summary>
public float Acceleration = 0.1f;
/// <summary>
/// The rate of damping on movement.
/// </summary>
public float Damping = 0.3f;
/// <summary>
/// The rate of additional damping when moving sideways or backwards.
/// </summary>
public float BackAndSideDampen = 0.5f;
/// <summary>
/// The force applied to the character when jumping.
/// </summary>
public float JumpForce = 0.3f;
/// <summary>
/// The rate of rotation when using a gamepad.
/// </summary>
public float RotationAmount = 1.5f;
/// <summary>
/// The rate of rotation when using the keyboard.
/// </summary>
public float RotationRatchet = 45.0f;
/// <summary>
/// The player will rotate in fixed steps if Snap Rotation is enabled.
/// </summary>
[Tooltip("The player will rotate in fixed steps if Snap Rotation is enabled.")]
public bool SnapRotation = true;
/// <summary>
/// How many fixed speeds to use with linear movement? 0=linear control
/// </summary>
[Tooltip("How many fixed speeds to use with linear movement? 0=linear control")]
public int FixedSpeedSteps;
/// <summary>
/// If true, reset the initial yaw of the player controller when the Hmd pose is recentered.
/// </summary>
public bool HmdResetsY = true;
/// <summary>
/// If true, tracking data from a child OVRCameraRig will update the direction of movement.
/// </summary>
public bool HmdRotatesY = true;
/// <summary>
/// Modifies the strength of gravity.
/// </summary>
public float GravityModifier = 0.379f;
/// <summary>
/// If true, each OVRPlayerController will use the player's physical height.
/// </summary>
public bool useProfileData = true;
/// <summary>
/// The CameraHeight is the actual height of the HMD and can be used to adjust the height of the character controller, which will affect the
/// ability of the character to move into areas with a low ceiling.
/// </summary>
[NonSerialized]
public float CameraHeight;
/// <summary>
/// This event is raised after the character controller is moved. This is used by the OVRAvatarLocomotion script to keep the avatar transform synchronized
/// with the OVRPlayerController.
/// </summary>
public event Action<Transform> TransformUpdated;
/// <summary>
/// This bool is set to true whenever the player controller has been teleported. It is reset after every frame. Some systems, such as
/// CharacterCameraConstraint, test this boolean in order to disable logic that moves the character controller immediately
/// following the teleport.
/// </summary>
[NonSerialized] // This doesn't need to be visible in the inspector.
public bool Teleported;
/// <summary>
/// This event is raised immediately after the camera transform has been updated, but before movement is updated.
/// </summary>
public event Action CameraUpdated;
/// <summary>
/// This event is raised right before the character controller is actually moved in order to provide other systems the opportunity to
/// move the character controller in response to things other than user input, such as movement of the HMD. See CharacterCameraConstraint.cs
/// for an example of this.
/// </summary>
public event Action PreCharacterMove;
/// <summary>
/// When true, user input will be applied to linear movement. Set this to false whenever the player controller needs to ignore input for
/// linear movement.
/// </summary>
public bool EnableLinearMovement = true;
/// <summary>
/// When true, user input will be applied to rotation. Set this to false whenever the player controller needs to ignore input for rotation.
/// </summary>
public bool EnableRotation = true;
protected CharacterController Controller = null;
protected OVRCameraRig CameraRig = null;
private float MoveScale = 1.0f;
private Vector3 MoveThrottle = Vector3.zero;
private float FallSpeed = 0.0f;
private OVRPose? InitialPose;
public float InitialYRotation { get; private set; }
private float MoveScaleMultiplier = 1.0f;
private float RotationScaleMultiplier = 1.0f;
private bool SkipMouseRotation = true; // It is rare to want to use mouse movement in VR, so ignore the mouse by default.
private bool HaltUpdateMovement = false;
private bool prevHatLeft = false;
private bool prevHatRight = false;
private float SimulationRate = 60f;
private float buttonRotation = 0f;
private bool ReadyToSnapTurn; // Set to true when a snap turn has occurred, code requires one frame of centered thumbstick to enable another snap turn.
void Start()
{
// Add eye-depth as a camera offset from the player controller
var p = CameraRig.transform.localPosition;
p.z = OVRManager.profile.eyeDepth;
CameraRig.transform.localPosition = p;
}
void Awake()
{
Controller = gameObject.GetComponent<CharacterController>();
if (Controller == null)
Debug.LogWarning("OVRPlayerController: No CharacterController attached.");
// We use OVRCameraRig to set rotations to cameras,
// and to be influenced by rotation
OVRCameraRig[] CameraRigs = gameObject.GetComponentsInChildren<OVRCameraRig>();
if (CameraRigs.Length == 0)
Debug.LogWarning("OVRPlayerController: No OVRCameraRig attached.");
else if (CameraRigs.Length > 1)
Debug.LogWarning("OVRPlayerController: More then 1 OVRCameraRig attached.");
else
CameraRig = CameraRigs[0];
InitialYRotation = transform.rotation.eulerAngles.y;
}
void OnEnable()
{
OVRManager.display.RecenteredPose += ResetOrientation;
if (CameraRig != null)
{
CameraRig.UpdatedAnchors += UpdateTransform;
}
}
void OnDisable()
{
OVRManager.display.RecenteredPose -= ResetOrientation;
if (CameraRig != null)
{
CameraRig.UpdatedAnchors -= UpdateTransform;
}
}
void Update()
{
//Use keys to ratchet rotation
if (Input.GetKeyDown(KeyCode.Q))
buttonRotation -= RotationRatchet;
if (Input.GetKeyDown(KeyCode.E))
buttonRotation += RotationRatchet;
}
protected virtual void UpdateController()
{
if (useProfileData)
{
if (InitialPose == null)
{
// Save the initial pose so it can be recovered if useProfileData
// is turned off later.
InitialPose = new OVRPose()
{
position = CameraRig.transform.localPosition,
orientation = CameraRig.transform.localRotation
};
}
var p = CameraRig.transform.localPosition;
if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.EyeLevel)
{
p.y = OVRManager.profile.eyeHeight - (0.5f * Controller.height) + Controller.center.y;
}
else if (OVRManager.instance.trackingOriginType == OVRManager.TrackingOrigin.FloorLevel)
{
p.y = -(0.5f * Controller.height) + Controller.center.y;
}
CameraRig.transform.localPosition = p;
}
else if (InitialPose != null)
{
// Return to the initial pose if useProfileData was turned off at runtime
CameraRig.transform.localPosition = InitialPose.Value.position;
CameraRig.transform.localRotation = InitialPose.Value.orientation;
InitialPose = null;
}
CameraHeight = CameraRig.centerEyeAnchor.localPosition.y;
if (CameraUpdated != null)
{
CameraUpdated();
}
UpdateMovement();
Vector3 moveDirection = Vector3.zero;
float motorDamp = (1.0f + (Damping * SimulationRate * Time.deltaTime));
MoveThrottle.x /= motorDamp;
MoveThrottle.y = (MoveThrottle.y > 0.0f) ? (MoveThrottle.y / motorDamp) : MoveThrottle.y;
MoveThrottle.z /= motorDamp;
moveDirection += MoveThrottle * SimulationRate * Time.deltaTime;
// Gravity
if (Controller.isGrounded && FallSpeed <= 0)
FallSpeed = ((Physics.gravity.y * (GravityModifier * 0.002f)));
else
FallSpeed += ((Physics.gravity.y * (GravityModifier * 0.002f)) * SimulationRate * Time.deltaTime);
moveDirection.y += FallSpeed * SimulationRate * Time.deltaTime;
if (Controller.isGrounded && MoveThrottle.y <= transform.lossyScale.y * 0.001f)
{
// Offset correction for uneven ground
float bumpUpOffset = Mathf.Max(Controller.stepOffset, new Vector3(moveDirection.x, 0, moveDirection.z).magnitude);
moveDirection -= bumpUpOffset * Vector3.up;
}
if (PreCharacterMove != null)
{
PreCharacterMove();
Teleported = false;
}
Vector3 predictedXZ = Vector3.Scale((Controller.transform.localPosition + moveDirection), new Vector3(1, 0, 1));
// Move contoller
Controller.Move(moveDirection);
Vector3 actualXZ = Vector3.Scale(Controller.transform.localPosition, new Vector3(1, 0, 1));
if (predictedXZ != actualXZ)
MoveThrottle += (actualXZ - predictedXZ) / (SimulationRate * Time.deltaTime);
}
public virtual void UpdateMovement()
{
if (HaltUpdateMovement)
return;
if (EnableLinearMovement)
{
bool moveForward = Input.GetKey(KeyCode.W) || Input.GetKey(KeyCode.UpArrow);
bool moveLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
bool moveRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
bool moveBack = Input.GetKey(KeyCode.S) || Input.GetKey(KeyCode.DownArrow);
bool dpad_move = false;
if (OVRInput.Get(OVRInput.Button.DpadUp))
{
moveForward = true;
dpad_move = true;
}
if (OVRInput.Get(OVRInput.Button.DpadDown))
{
moveBack = true;
dpad_move = true;
}
MoveScale = 1.0f;
if ((moveForward && moveLeft) || (moveForward && moveRight) ||
(moveBack && moveLeft) || (moveBack && moveRight))
MoveScale = 0.70710678f;
// No positional movement if we are in the air
if (!Controller.isGrounded)
MoveScale = 0.0f;
MoveScale *= SimulationRate * Time.deltaTime;
// Compute this for key movement
float moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
// Run!
if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))
moveInfluence *= 2.0f;
Quaternion ort = transform.rotation;
Vector3 ortEuler = ort.eulerAngles;
ortEuler.z = ortEuler.x = 0f;
ort = Quaternion.Euler(ortEuler);
if (moveForward)
MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * Vector3.forward);
if (moveBack)
MoveThrottle += ort * (transform.lossyScale.z * moveInfluence * BackAndSideDampen * Vector3.back);
if (moveLeft)
MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.left);
if (moveRight)
MoveThrottle += ort * (transform.lossyScale.x * moveInfluence * BackAndSideDampen * Vector3.right);
moveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier;
#if !UNITY_ANDROID // LeftTrigger not avail on Android game pad
moveInfluence *= 1.0f + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger);
#endif
Vector2 primaryAxis = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick);
// If speed quantization is enabled, adjust the input to the number of fixed speed steps.
if (FixedSpeedSteps > 0)
{
primaryAxis.y = Mathf.Round(primaryAxis.y * FixedSpeedSteps) / FixedSpeedSteps;
primaryAxis.x = Mathf.Round(primaryAxis.x * FixedSpeedSteps) / FixedSpeedSteps;
}
if (primaryAxis.y > 0.0f)
MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward);
if (primaryAxis.y < 0.0f)
MoveThrottle += ort * (Mathf.Abs(primaryAxis.y) * transform.lossyScale.z * moveInfluence *
BackAndSideDampen * Vector3.back);
if (primaryAxis.x < 0.0f)
MoveThrottle += ort * (Mathf.Abs(primaryAxis.x) * transform.lossyScale.x * moveInfluence *
BackAndSideDampen * Vector3.left);
if (primaryAxis.x > 0.0f)
MoveThrottle += ort * (primaryAxis.x * transform.lossyScale.x * moveInfluence * BackAndSideDampen *
Vector3.right);
}
if (EnableRotation)
{
Vector3 euler = transform.rotation.eulerAngles;
float rotateInfluence = SimulationRate * Time.deltaTime * RotationAmount * RotationScaleMultiplier;
bool curHatLeft = OVRInput.Get(OVRInput.Button.PrimaryShoulder);
if (curHatLeft && !prevHatLeft)
euler.y -= RotationRatchet;
prevHatLeft = curHatLeft;
bool curHatRight = OVRInput.Get(OVRInput.Button.SecondaryShoulder);
if (curHatRight && !prevHatRight)
euler.y += RotationRatchet;
prevHatRight = curHatRight;
euler.y += buttonRotation;
buttonRotation = 0f;
#if !UNITY_ANDROID || UNITY_EDITOR
if (!SkipMouseRotation)
euler.y += Input.GetAxis("Mouse X") * rotateInfluence * 3.25f;
#endif
if (SnapRotation)
{
if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickLeft))
{
if (ReadyToSnapTurn)
{
euler.y -= RotationRatchet;
ReadyToSnapTurn = false;
}
}
else if (OVRInput.Get(OVRInput.Button.SecondaryThumbstickRight))
{
if (ReadyToSnapTurn)
{
euler.y += RotationRatchet;
ReadyToSnapTurn = false;
}
}
else
{
ReadyToSnapTurn = true;
}
}
else
{
Vector2 secondaryAxis = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick);
euler.y += secondaryAxis.x * rotateInfluence;
}
transform.rotation = Quaternion.Euler(euler);
}
}
/// <summary>
/// Invoked by OVRCameraRig's UpdatedAnchors callback. Allows the Hmd rotation to update the facing direction of the player.
/// </summary>
public void UpdateTransform(OVRCameraRig rig)
{
Transform root = CameraRig.trackingSpace;
Transform centerEye = CameraRig.centerEyeAnchor;
if (HmdRotatesY && !Teleported)
{
Vector3 prevPos = root.position;
Quaternion prevRot = root.rotation;
transform.rotation = Quaternion.Euler(0.0f, centerEye.rotation.eulerAngles.y, 0.0f);
root.position = prevPos;
root.rotation = prevRot;
}
UpdateController();
if (TransformUpdated != null)
{
TransformUpdated(root);
}
}
/// <summary>
/// Jump! Must be enabled manually.
/// </summary>
public bool Jump()
{
if (!Controller.isGrounded)
return false;
MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0);
return true;
}
/// <summary>
/// Stop this instance.
/// </summary>
public void Stop()
{
Controller.Move(Vector3.zero);
MoveThrottle = Vector3.zero;
FallSpeed = 0.0f;
}
/// <summary>
/// Gets the move scale multiplier.
/// </summary>
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
public void GetMoveScaleMultiplier(ref float moveScaleMultiplier)
{
moveScaleMultiplier = MoveScaleMultiplier;
}
/// <summary>
/// Sets the move scale multiplier.
/// </summary>
/// <param name="moveScaleMultiplier">Move scale multiplier.</param>
public void SetMoveScaleMultiplier(float moveScaleMultiplier)
{
MoveScaleMultiplier = moveScaleMultiplier;
}
/// <summary>
/// Gets the rotation scale multiplier.
/// </summary>
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
public void GetRotationScaleMultiplier(ref float rotationScaleMultiplier)
{
rotationScaleMultiplier = RotationScaleMultiplier;
}
/// <summary>
/// Sets the rotation scale multiplier.
/// </summary>
/// <param name="rotationScaleMultiplier">Rotation scale multiplier.</param>
public void SetRotationScaleMultiplier(float rotationScaleMultiplier)
{
RotationScaleMultiplier = rotationScaleMultiplier;
}
/// <summary>
/// Gets the allow mouse rotation.
/// </summary>
/// <param name="skipMouseRotation">Allow mouse rotation.</param>
public void GetSkipMouseRotation(ref bool skipMouseRotation)
{
skipMouseRotation = SkipMouseRotation;
}
/// <summary>
/// Sets the allow mouse rotation.
/// </summary>
/// <param name="skipMouseRotation">If set to <c>true</c> allow mouse rotation.</param>
public void SetSkipMouseRotation(bool skipMouseRotation)
{
SkipMouseRotation = skipMouseRotation;
}
/// <summary>
/// Gets the halt update movement.
/// </summary>
/// <param name="haltUpdateMovement">Halt update movement.</param>
public void GetHaltUpdateMovement(ref bool haltUpdateMovement)
{
haltUpdateMovement = HaltUpdateMovement;
}
/// <summary>
/// Sets the halt update movement.
/// </summary>
/// <param name="haltUpdateMovement">If set to <c>true</c> halt update movement.</param>
public void SetHaltUpdateMovement(bool haltUpdateMovement)
{
HaltUpdateMovement = haltUpdateMovement;
}
/// <summary>
/// Resets the player look rotation when the device orientation is reset.
/// </summary>
public void ResetOrientation()
{
if (HmdResetsY && !HmdRotatesY)
{
Vector3 euler = transform.rotation.eulerAngles;
euler.y = InitialYRotation;
transform.rotation = Quaternion.Euler(euler);
}
}
}