using UnityEngine; using System.Collections; namespace CurvedUI { /// /// This script switches the hand controlling the UI when a click on the other controller's trigger is detected. /// This emulates the functionality seen in SteamVR overlay or Oculus Home. /// Works both for SteamVR and Oculus SDK. /// public class CurvedUIHandSwitcher : MonoBehaviour { #pragma warning disable 0649 #pragma warning disable 414 [SerializeField] GameObject LaserBeam; [SerializeField] [Tooltip("If true, when player clicks the trigger on the other hand, we'll instantly set it as UI controlling hand and move the pointer to it.")] bool autoSwitchHands = true; #pragma warning restore 414 #pragma warning restore 0649 #if CURVEDUI_OCULUSVR //variables OVRInput.Controller activeCont; bool initialized = false; void Update() { if (CurvedUIInputModule.ControlMethod != CurvedUIInputModule.CUIControlMethod.OCULUSVR) return; activeCont = OVRInput.GetActiveController(); if (!initialized && CurvedUIInputModule.Instance.OculusTouchUsedControllerTransform != null) { //Launch Hand Switch. This will place the laser pointer in the current hand. SwitchHandTo(CurvedUIInputModule.Instance.UsedHand); initialized = true; } //for Oculus Go and GearVR, switch automatically if a different controller is connected. //This covers the case where User changes hand setting in Oculus Go menu and gets back to our app. if (activeCont == OVRInput.Controller.LTrackedRemote && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Left) SwitchHandTo(CurvedUIInputModule.Hand.Left); else if (activeCont == OVRInput.Controller.RTrackedRemote && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Right) SwitchHandTo(CurvedUIInputModule.Hand.Right); if(autoSwitchHands){ //For Oculus Rift, we wait for the click before we change the pointer. if (IsButtonDownOnController(OVRInput.Controller.LTouch) && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Left) { SwitchHandTo(CurvedUIInputModule.Hand.Left); } else if (IsButtonDownOnController(OVRInput.Controller.RTouch) && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Right) { SwitchHandTo(CurvedUIInputModule.Hand.Right); } } } bool IsButtonDownOnController(OVRInput.Controller cont, OVRInput.Controller cont2 = OVRInput.Controller.None) { return OVRInput.GetDown(CurvedUIInputModule.Instance.OculusTouchInteractionButton, cont) || (cont2 != OVRInput.Controller.None && OVRInput.GetDown(CurvedUIInputModule.Instance.OculusTouchInteractionButton, cont2)); } #elif CURVEDUI_STEAMVR_LEGACY void Start() { //connect to steamVR's OnModelLoaded events so we can update the pointer the moment controller is detected. CurvedUIInputModule.Right.ModelLoaded += OnModelLoaded; CurvedUIInputModule.Left.ModelLoaded += OnModelLoaded; } void OnModelLoaded(object sender) { SwitchHandTo(CurvedUIInputModule.Instance.UsedHand); } void Update() { if (CurvedUIInputModule.ControlMethod != CurvedUIInputModule.CUIControlMethod.STEAMVR_LEGACY) return; if(autoSwitchHands){ if (CurvedUIInputModule.Right != null && CurvedUIInputModule.Right.IsTriggerDown && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Right) { SwitchHandTo(CurvedUIInputModule.Hand.Right); } else if (CurvedUIInputModule.Left != null && CurvedUIInputModule.Left.IsTriggerDown && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Left) { SwitchHandTo(CurvedUIInputModule.Hand.Left); } } } #elif CURVEDUI_STEAMVR_2 void Start() { //initial setup in proper hand SwitchHandTo(CurvedUIInputModule.Instance.UsedHand); } void Update() { if (CurvedUIInputModule.ControlMethod != CurvedUIInputModule.CUIControlMethod.STEAMVR_2) return; //Switch hands during runtime when user clicks the action button on another controller if (autoSwitchHands && CurvedUIInputModule.Instance.SteamVRClickAction != null) { if (CurvedUIInputModule.Instance.SteamVRClickAction.GetState(Valve.VR.SteamVR_Input_Sources.RightHand) && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Right){ SwitchHandTo(CurvedUIInputModule.Hand.Right); } else if (CurvedUIInputModule.Instance.SteamVRClickAction.GetState(Valve.VR.SteamVR_Input_Sources.LeftHand) && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Left ){ SwitchHandTo(CurvedUIInputModule.Hand.Left); } } } #elif CURVEDUI_UNITY_XR void Start() { //initial setup in proper hand SwitchHandTo(CurvedUIInputModule.Instance.UsedHand); } void Update() { if (!autoSwitchHands || CurvedUIInputModule.ControlMethod != CurvedUIInputModule.CUIControlMethod.UNITY_XR) return; bool pressed = false; if (CurvedUIInputModule.Instance.RightXRController != null && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Right) { //get pressed ui button state on right controller. CurvedUIInputModule.Instance.RightXRController.inputDevice.IsPressed(CurvedUIInputModule.Instance.RightXRController.uiPressUsage, out pressed, CurvedUIInputModule.Instance.RightXRController.axisToPressThreshold); if(pressed) SwitchHandTo(CurvedUIInputModule.Hand.Right); } if (CurvedUIInputModule.Instance.LeftXRController != null && CurvedUIInputModule.Instance.UsedHand != CurvedUIInputModule.Hand.Left) { //get pressed ui button state on left controller. CurvedUIInputModule.Instance.LeftXRController.inputDevice.IsPressed(CurvedUIInputModule.Instance.LeftXRController.uiPressUsage, out pressed, CurvedUIInputModule.Instance.LeftXRController.axisToPressThreshold); if(pressed) SwitchHandTo(CurvedUIInputModule.Hand.Left); } } #endif #region HELPER FUNCTIONS void SwitchHandTo(CurvedUIInputModule.Hand newHand) { CurvedUIInputModule.Instance.UsedHand = newHand; if (CurvedUIInputModule.Instance.ControllerTransform) { LaserBeam.transform.SetParent(CurvedUIInputModule.Instance.ControllerTransform); LaserBeam.transform.ResetTransform(); LaserBeam.transform.LookAt(LaserBeam.transform.position + CurvedUIInputModule.Instance.ControllerPointingDirection); } else Debug.LogError("CURVEDUI: No Active controller that can be used as a parent of the pointer. Is the controller gameobject present on the scene and active?"); } #endregion } }