CS185c
Chris Pollett
Apr 24, 2019
using System.Collections; using System.Collections.Generic; using UnityEngine; public class MyInputController : MonoBehaviour { // Update is called once per frame void Update() { ButtonTest(); } private void ButtonTest() { string msg = null; if (Input.GetButtonDown("Fire1")) { msg = "Fire1 down"; } if (Input.GetButtonUp("Fire1")) { msg = "Fire1 up"; } if (msg != null) { Debug.Log("Input: " + msg); } } }
04-24 11:43:49.890 8249 8264 I Unity : 04-24 11:44:15.932 8249 8264 I Unity : Input: Fire1 down 04-24 11:44:15.932 8249 8264 I Unity : 04-24 11:44:15.932 8249 8264 I Unity : (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 48) 04-24 11:44:15.932 8249 8264 I Unity : 04-24 11:44:16.083 8249 8264 I Unity : Input: Fire1 up 04-24 11:44:16.083 8249 8264 I Unity : 04-24 11:44:16.083 8249 8264 I Unity : (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 48) 04-24 11:44:16.083 8249 8264 I Unity :
OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote);
//true if trigger pressed OVRInput.Get(OVRInput.Button.One); // returns a Vector2 of the primary touchpad position OVRInput.Get(OVRInput.Axes2D.PrimaryTouchPad);
private void ButtonTest() { string msg = null; if (Input.GetButtonDown("Fire1")) { //OVRInput.GetDown(OVRInput.Button.One) also works msg = "Fire1 down"; NewBalloon(); } if (Input.GetButtonUp("Fire1")) { //OVRInput.GetUp(OVRInput.Button.One) also works msg = "Fire1 up"; ReleaseButton(); } if (msg != null) { Debug.Log("Input: " + msg); } }
public GameObject balloonPrefab; //remember to drag the prefab over to this in My Input Controller public float floatStrength = 20f;and another private variable to hold the current instance of the balloon:
private GameObject balloon;
private void NewBalloon() { balloon = Instantiate(balloonPrefab); } private void ReleaseButton() { // observe how we refer to a sub component. balloon.GetComponent<Rigidbody>().AddForce(Vector3.up * floatStrength); balloon = null; /* Setting Balloon only gets rid of our reference, not the object. To actually remove an object use: Destroy (someGameObject); */ }
public AudioSource missile;and make sure in OVRCameraRig's Inspector - My Input Controller script we drag our Audio Source over to fill in the value for the Missle field.
if (Input.GetButtonDown("Fire1")) { msg = "Fire1 down"; NewBalloon(); missile.Play(); }
public GameObject myObject;then referred to its AudioSource with myObject.GetComponent<AudioSource>()