Created
July 16, 2016 08:23
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A basic concept of how to implement a custom tip in VRTK
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using UnityEngine; | |
using System.Collections; | |
using VRTK; | |
public class CustomTip : MonoBehaviour { | |
private VRTK_WorldPointer pointer; | |
private GameObject cubeCursor; | |
private GameObject capsuleCursor; | |
private MeshRenderer sphereCursor; | |
void Start() | |
{ | |
pointer = transform.GetComponentInParent<VRTK_WorldPointer>(); | |
pointer.DestinationMarkerEnter += Pointer_DestinationMarkerEnter; | |
pointer.DestinationMarkerExit += Pointer_DestinationMarkerExit; | |
cubeCursor = transform.FindChild("Cube").gameObject; | |
capsuleCursor = transform.FindChild("Capsule").gameObject; | |
sphereCursor = GetComponent<MeshRenderer>(); | |
} | |
private void Pointer_DestinationMarkerExit(object sender, DestinationMarkerEventArgs e) | |
{ | |
cubeCursor.SetActive(false); | |
capsuleCursor.SetActive(false); | |
sphereCursor.enabled = true; | |
} | |
private void Pointer_DestinationMarkerEnter(object sender, DestinationMarkerEventArgs e) | |
{ | |
switch(e.target.tag) | |
{ | |
case "Cube": | |
sphereCursor.enabled = false; | |
capsuleCursor.SetActive(false); | |
cubeCursor.SetActive(true); | |
break; | |
case "Capsule": | |
sphereCursor.enabled = false; | |
cubeCursor.SetActive(false); | |
capsuleCursor.SetActive(true); | |
break; | |
default: | |
cubeCursor.SetActive(false); | |
capsuleCursor.SetActive(false); | |
sphereCursor.enabled = true; | |
break; | |
} | |
} | |
} |
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