Fix for new ControllerRay class

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SDraw 2025-05-31 13:03:22 +03:00
parent 81d6962ffe
commit adf7796f9e
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@ -40,7 +40,6 @@ namespace ml_lme
m_handRayLeft.isInteractionRay = true;
m_handRayLeft.triggerHoverEvents = false;
m_handRayLeft.attachmentDistance = 0f;
m_handRayLeft.uiMask = 32;
m_handRayLeft.isDesktopRay = !m_inVR;
m_lineLeft = m_handRayLeft.gameObject.AddComponent<LineRenderer>();
@ -61,7 +60,6 @@ namespace ml_lme
m_handRayRight.isInteractionRay = true;
m_handRayRight.triggerHoverEvents = false;
m_handRayRight.attachmentDistance = 0f;
m_handRayRight.uiMask = 32;
m_handRayRight.isDesktopRay = !m_inVR;
m_lineRight = m_handRayRight.gameObject.AddComponent<LineRenderer>();
@ -120,12 +118,10 @@ namespace ml_lme
m_lineLeft.material = PlayerSetup.Instance.vrRayLeft.lineRenderer.material;
m_lineLeft.gameObject.layer = PlayerSetup.Instance.vrRayLeft.gameObject.layer;
m_handRayLeft.highlightMaterial = PlayerSetup.Instance.vrRayLeft.highlightMaterial;
m_handRayLeft.SetVRActive(m_inVR);
m_lineRight.material = PlayerSetup.Instance.vrRayLeft.lineRenderer.material;
m_lineRight.gameObject.layer = PlayerSetup.Instance.vrRayLeft.gameObject.layer;
m_handRayRight.highlightMaterial = PlayerSetup.Instance.vrRayLeft.highlightMaterial;
m_handRayRight.SetVRActive(m_inVR);
}