10-18-2017 11:17 PM
10-21-2017 05:23 PM
11-20-2017 07:28 PM
imperativity said:
@tkdHayk
I have elevated this and your other forum request to the Avatars team for their consideration on making a tutorial within the documentation to achieve this behavior. Hopefully this will be up by the end of the year.
02-10-2018 09:21 PM
03-02-2018 09:23 AM
03-13-2018 04:25 PM
06-30-2018 10:07 PM
//add these inside your class
//Make sure you bind this in Unity by dragging the OVRPlayerController from the Hierarchy to the script
public OVRPlayerController player;
CharacterController character;
void Awake(){
// ...
// add this
character = player.GetComponent<CharacterController>();
}
void Update(){
//...
//add this
character.center = centerEyeAnchor.transform.localPosition;
}
08-13-2018 08:18 PM
12-20-2019 07:20 AM
if(EnableFadeout){
`... are actually commented out and so this option no longer does anything. it appears to be because the OVRInspector.instance.fader
instance no longer exists in the newer codebase.//if (EnableFadeout)
//{
//float fadeLevel = Mathf.Clamp01((CurrentDistance - FadeMinDistance)/ (FadeMaxDistance - FadeMinDistance));
//OVRInspector.instance.fader.SetFadeLevel(fadeLevel * MaxFade);
//}
if (EnableFadeout)
{
float fadeLevel = Mathf.Clamp01((CurrentDistance - FadeMinDistance)/ (FadeMaxDistance - FadeMinDistance));
OVRScreenFade _screenFadeScript = GetComponent<OVRScreenFade>()
if(_screenFadeScript != null) _screenFadeScript.SetFadeLevel(fadeLevel * MaxFade);
}
if(EnableFadeout)
`08-22-2020 03:46 PM