I’m relatively new to VR dev in Unity and I’m building a project based on the SteamVR plugin. I’m specifically asking for help using the SteamVR_LaserPointer.cs (pasted below).
My setup:
- SteamVR Player pre-fab in scene
- SteamVR_LaserPointer.cs script attached to each controller (which are children of the Player called LeftHand and RightHand)
- I’m using an HTC Vive Pro
What I think I need to do is create a separate handler script that instantiates a SteamVR_LaserPointer and somehow uses the public virtual void methods (OnPointerIn, OnPointerClick, and OnPointer) to interact with what the laser pointer is colliding with… but I’m riding the struggle bus trying to figure that out. Has anyone successfully implemented this script before or have some pointers / references that you can point me to?
//======= Copyright (c) Valve Corporation, All rights reserved. ====
using UnityEngine;
using System.Collections;
namespace Valve.VR.Extras
{
public class SteamVR_LaserPointer : MonoBehaviour
{
public SteamVR_Behaviour_Pose pose;
//public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.__actions_default_in_InteractUI;
public SteamVR_Action_Boolean interactWithUI = SteamVR_Input.GetBooleanAction("InteractUI");
public bool active = true;
public Color color;
public float thickness = 0.002f;
public Color clickColor = Color.green;
public GameObject holder;
public GameObject pointer;
bool isActive = false;
public bool addRigidBody = false;
public Transform reference;
public event PointerEventHandler PointerIn;
public event PointerEventHandler PointerOut;
public event PointerEventHandler PointerClick;
Transform previousContact = null;
private void Start()
{
if (pose == null)
pose = this.GetComponent<SteamVR_Behaviour_Pose>();
if (pose == null)
Debug.LogError("No SteamVR_Behaviour_Pose component found on this object");
if (interactWithUI == null)
Debug.LogError("No ui interaction action has been set on this component.");
holder = new GameObject();
holder.transform.parent = this.transform;
holder.transform.localPosition = Vector3.zero;
holder.transform.localRotation = Quaternion.identity;
pointer = GameObject.CreatePrimitive(PrimitiveType.Cube);
pointer.transform.parent = holder.transform;
pointer.transform.localScale = new Vector3(thickness, thickness, 100f);
pointer.transform.localPosition = new Vector3(0f, 0f, 50f);
pointer.transform.localRotation = Quaternion.identity;
BoxCollider collider = pointer.GetComponent<BoxCollider>();
if (addRigidBody)
{
if (collider)
{
collider.isTrigger = true;
}
Rigidbody rigidBody = pointer.AddComponent<Rigidbody>();
rigidBody.isKinematic = true;
}
else
{
if (collider)
{
Object.Destroy(collider);
}
}
Material newMaterial = new Material(Shader.Find("Unlit/Color"));
newMaterial.SetColor("_Color", color);
pointer.GetComponent<MeshRenderer>().material = newMaterial;
}
public virtual void OnPointerIn(PointerEventArgs e)
{
if (PointerIn != null)
PointerIn(this, e);
}
public virtual void OnPointerClick(PointerEventArgs e)
{
if (PointerClick != null)
PointerClick(this, e);
}
public virtual void OnPointerOut(PointerEventArgs e)
{
if (PointerOut != null)
PointerOut(this, e);
}
private void Update()
{
if (!isActive)
{
isActive = true;
this.transform.GetChild(0).gameObject.SetActive(true);
}
float dist = 100f;
Ray raycast = new Ray(transform.position, transform.forward);
RaycastHit hit;
bool bHit = Physics.Raycast(raycast, out hit);
if (previousContact && previousContact != hit.transform)
{
PointerEventArgs args = new PointerEventArgs();
args.fromInputSource = pose.inputSource;
args.distance = 0f;
args.flags = 0;
args.target = previousContact;
OnPointerOut(args);
previousContact = null;
}
if (bHit && previousContact != hit.transform)
{
PointerEventArgs argsIn = new PointerEventArgs();
argsIn.fromInputSource = pose.inputSource;
argsIn.distance = hit.distance;
argsIn.flags = 0;
argsIn.target = hit.transform;
OnPointerIn(argsIn);
previousContact = hit.transform;
}
if (!bHit)
{
previousContact = null;
}
if (bHit && hit.distance < 100f)
{
dist = hit.distance;
}
if (bHit && interactWithUI.GetStateUp(pose.inputSource))
{
PointerEventArgs argsClick = new PointerEventArgs();
argsClick.fromInputSource = pose.inputSource;
argsClick.distance = hit.distance;
argsClick.flags = 0;
argsClick.target = hit.transform;
OnPointerClick(argsClick);
}
if (interactWithUI != null && interactWithUI.GetState(pose.inputSource))
{
pointer.transform.localScale = new Vector3(thickness * 5f, thickness * 5f, dist);
pointer.GetComponent<MeshRenderer>().material.color = clickColor;
}
else
{
pointer.transform.localScale = new Vector3(thickness, thickness, dist);
pointer.GetComponent<MeshRenderer>().material.color = color;
}
pointer.transform.localPosition = new Vector3(0f, 0f, dist / 2f);
}
}
public struct PointerEventArgs
{
public SteamVR_Input_Sources fromInputSource;
public uint flags;
public float distance;
public Transform target;
}
public delegate void PointerEventHandler(object sender, PointerEventArgs e);
}