/* * 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 System.Collections; using System.Collections.Generic; using UnityEngine; public class SoftPassthroughDot : MonoBehaviour { [SerializeField] private MeshRenderer mesh; private float currentAlpha = 1; private Transform target; public void Init(Transform target, Transform parent) { this.target = target; transform.SetParent(parent); } public void UpdateAlpha(float alpha, bool delta = false) { currentAlpha = Mathf.Clamp01(delta ? currentAlpha + alpha : alpha); mesh.material.SetFloat("_Alpha", currentAlpha); } public void Pos(Vector3 pos) { transform.position = pos; transform.LookAt(target); } }