2025-05-19 04:03:28 +02:00

87 lines
2.9 KiB
C#

/*
* 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;
using Meta.XR.MRUtilityKit;
using Meta.XR.Samples;
namespace Meta.XR.MRUtilityKitSamples
{
[MetaCodeSample("MRUK-KeyboardTracker")]
public sealed class KeyboardManager : MonoBehaviour
{
[SerializeField]
GameObject _prefab;
[SerializeField]
OVRPassthroughLayer _passthroughUnderlay;
[SerializeField]
OVRPassthroughLayer _passthroughOverlay;
public void OnTrackableAdded(MRUKTrackable trackable)
{
Debug.Log($"Detected new {trackable.TrackableType} with {trackable.name}");
if (trackable.TrackableType != OVRAnchor.TrackableType.Keyboard)
{
// We only care about keyboards
return;
}
// Instantiate the prefab
var newGameObject = Instantiate(_prefab, trackable.transform);
// Hook everything up
var boundaryVisualizer = newGameObject.GetComponentInChildren<Bounded3DVisualizer>();
if (boundaryVisualizer)
{
boundaryVisualizer.Initialize(_passthroughOverlay, trackable);
}
}
public void OnTrackableRemoved(MRUKTrackable trackable)
{
Debug.Log($"Removing GameObject '{trackable.name}'");
Destroy(trackable.gameObject);
}
void Update()
{
// Toggle between full passthrough and surface-projected passthrough
if (OVRInput.GetDown(OVRInput.RawButton.A))
{
if (_passthroughOverlay.isActiveAndEnabled)
{
_passthroughOverlay.gameObject.SetActive(false);
_passthroughUnderlay.gameObject.SetActive(true);
Camera.main.clearFlags = CameraClearFlags.SolidColor;
}
else
{
_passthroughOverlay.gameObject.SetActive(true);
_passthroughUnderlay.gameObject.SetActive(false);
Camera.main.clearFlags = CameraClearFlags.Skybox;
}
}
}
}
}