/* * Copyright (c) Meta Platforms, Inc. and affiliates. * All rights reserved. * * Licensed under the Oculus SDK License Agreement (the "License"); * you may not use the Oculus SDK except in compliance with the License, * which is provided at the time of installation or download, or which * otherwise accompanies this software in either electronic or hard copy form. * * You may obtain a copy of the License at * * https://developer.oculus.com/licenses/oculussdk/ * * Unless required by applicable law or agreed to in writing, the Oculus SDK * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ using UnityEngine; public class OVRPointerVisualizer : MonoBehaviour { [Tooltip("Object which points with Z axis. E.g. CentreEyeAnchor from OVRCameraRig")] public Transform rayTransform; [Header("Visual Elements")] [Tooltip("Line Renderer used to draw selection ray.")] public LineRenderer linePointer = null; [Tooltip("Visually, how far out should the ray be drawn.")] public float rayDrawDistance = 2.5f; void Update() { linePointer.enabled = (OVRInput.GetActiveController() == OVRInput.Controller.Touch); Ray ray = new Ray(rayTransform.position, rayTransform.forward); linePointer.SetPosition(0, ray.origin); linePointer.SetPosition(1, ray.origin + ray.direction * rayDrawDistance); } }