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https://github.com/hanetzer/sdraw_mods_cvr.git
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Fix for new ControllerRay class
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1 changed files with 0 additions and 4 deletions
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@ -40,7 +40,6 @@ namespace ml_lme
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m_handRayLeft.isInteractionRay = true;
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m_handRayLeft.isInteractionRay = true;
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m_handRayLeft.triggerHoverEvents = false;
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m_handRayLeft.triggerHoverEvents = false;
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m_handRayLeft.attachmentDistance = 0f;
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m_handRayLeft.attachmentDistance = 0f;
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m_handRayLeft.uiMask = 32;
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m_handRayLeft.isDesktopRay = !m_inVR;
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m_handRayLeft.isDesktopRay = !m_inVR;
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m_lineLeft = m_handRayLeft.gameObject.AddComponent<LineRenderer>();
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m_lineLeft = m_handRayLeft.gameObject.AddComponent<LineRenderer>();
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@ -61,7 +60,6 @@ namespace ml_lme
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m_handRayRight.isInteractionRay = true;
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m_handRayRight.isInteractionRay = true;
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m_handRayRight.triggerHoverEvents = false;
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m_handRayRight.triggerHoverEvents = false;
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m_handRayRight.attachmentDistance = 0f;
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m_handRayRight.attachmentDistance = 0f;
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m_handRayRight.uiMask = 32;
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m_handRayRight.isDesktopRay = !m_inVR;
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m_handRayRight.isDesktopRay = !m_inVR;
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m_lineRight = m_handRayRight.gameObject.AddComponent<LineRenderer>();
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m_lineRight = m_handRayRight.gameObject.AddComponent<LineRenderer>();
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@ -120,12 +118,10 @@ namespace ml_lme
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m_lineLeft.material = PlayerSetup.Instance.vrRayLeft.lineRenderer.material;
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m_lineLeft.material = PlayerSetup.Instance.vrRayLeft.lineRenderer.material;
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m_lineLeft.gameObject.layer = PlayerSetup.Instance.vrRayLeft.gameObject.layer;
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m_lineLeft.gameObject.layer = PlayerSetup.Instance.vrRayLeft.gameObject.layer;
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m_handRayLeft.highlightMaterial = PlayerSetup.Instance.vrRayLeft.highlightMaterial;
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m_handRayLeft.SetVRActive(m_inVR);
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m_handRayLeft.SetVRActive(m_inVR);
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m_lineRight.material = PlayerSetup.Instance.vrRayLeft.lineRenderer.material;
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m_lineRight.material = PlayerSetup.Instance.vrRayLeft.lineRenderer.material;
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m_lineRight.gameObject.layer = PlayerSetup.Instance.vrRayLeft.gameObject.layer;
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m_lineRight.gameObject.layer = PlayerSetup.Instance.vrRayLeft.gameObject.layer;
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m_handRayRight.highlightMaterial = PlayerSetup.Instance.vrRayLeft.highlightMaterial;
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m_handRayRight.SetVRActive(m_inVR);
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m_handRayRight.SetVRActive(m_inVR);
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}
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}
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