87 lines
2.9 KiB
C#
87 lines
2.9 KiB
C#
/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using UnityEngine;
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using Meta.XR.MRUtilityKit;
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using Meta.XR.Samples;
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namespace Meta.XR.MRUtilityKitSamples
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{
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[MetaCodeSample("MRUK-KeyboardTracker")]
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public sealed class KeyboardManager : MonoBehaviour
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{
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[SerializeField]
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GameObject _prefab;
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[SerializeField]
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OVRPassthroughLayer _passthroughUnderlay;
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[SerializeField]
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OVRPassthroughLayer _passthroughOverlay;
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public void OnTrackableAdded(MRUKTrackable trackable)
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{
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Debug.Log($"Detected new {trackable.TrackableType} with {trackable.name}");
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if (trackable.TrackableType != OVRAnchor.TrackableType.Keyboard)
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{
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// We only care about keyboards
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return;
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}
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// Instantiate the prefab
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var newGameObject = Instantiate(_prefab, trackable.transform);
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// Hook everything up
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var boundaryVisualizer = newGameObject.GetComponentInChildren<Bounded3DVisualizer>();
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if (boundaryVisualizer)
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{
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boundaryVisualizer.Initialize(_passthroughOverlay, trackable);
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}
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}
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public void OnTrackableRemoved(MRUKTrackable trackable)
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{
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Debug.Log($"Removing GameObject '{trackable.name}'");
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Destroy(trackable.gameObject);
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}
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void Update()
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{
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// Toggle between full passthrough and surface-projected passthrough
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if (OVRInput.GetDown(OVRInput.RawButton.A))
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{
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if (_passthroughOverlay.isActiveAndEnabled)
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{
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_passthroughOverlay.gameObject.SetActive(false);
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_passthroughUnderlay.gameObject.SetActive(true);
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Camera.main.clearFlags = CameraClearFlags.SolidColor;
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}
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else
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{
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_passthroughOverlay.gameObject.SetActive(true);
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_passthroughUnderlay.gameObject.SetActive(false);
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Camera.main.clearFlags = CameraClearFlags.Skybox;
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}
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}
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}
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}
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}
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