上传YomovSDK
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR;
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using UnityEngine.XR.OpenXR.Input;
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using UnityEngine.InputSystem;
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/// <summary>
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/// Example code for Vulkan Late latching support. For use cases example, please check out Controller Sample - Head object, LeftHand/Aim object and RightHand/Grip object.
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/// See: https://docs.unity3d.com/ScriptReference/XR.XRDisplaySubsystem.MarkTransformLateLatched.html
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/// </summary>
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namespace UnityEngine.XR.OpenXR.Samples.ControllerSample
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{
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public class MarkLateLatchNode : MonoBehaviour
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{
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private XRDisplaySubsystem m_DisplaySubsystem = null;
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public UnityEngine.XR.XRDisplaySubsystem.LateLatchNode lateLatchNode;
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//Set one pose type InputAction for each hand to be late latched - e.g.: Aim or Grip. For head node, leave it unset.
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[SerializeField] private InputActionReference _ActionReference = null;
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// Start is called before the first frame update
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void Start()
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{
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List<XRDisplaySubsystem> subsys = new List<XRDisplaySubsystem>();
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SubsystemManager.GetSubsystems<XRDisplaySubsystem>(subsys);
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if (subsys.Count >= 1)
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m_DisplaySubsystem = subsys[0];
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if (_ActionReference != null)
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{
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bool result = OpenXRInput.TrySetControllerLateLatchAction(_ActionReference.action);
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Debug.LogFormat("TrySetControllerLateLatchAction returns {0} for action {1}.", result, _ActionReference);
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}
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}
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// Update is called once per frame
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void Update()
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{
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if (m_DisplaySubsystem != null)
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{
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transform.position += new Vector3(0.00001f, 0, 0);
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Quaternion rot = transform.rotation;
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rot.x += 0.00001f;
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transform.rotation = rot;
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m_DisplaySubsystem.MarkTransformLateLatched(transform, lateLatchNode);
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}
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}
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}
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}
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