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| @@ -0,0 +1,72 @@ | ||
| using UnityEngine; | ||
| using UnityEngine.VR; | ||
|
|
||
| // Script by Peter Koch (http://talesfromtherift.com/unity-vr-editor-mouse-look-script/) | ||
| // Emulates VR head movement in the editor | ||
| public class VRMouseLook : MonoBehaviour { | ||
|
|
||
| #if UNITY_EDITOR | ||
|
|
||
| public bool enableYaw = true; | ||
| public bool autoRecenterPitch = true; | ||
| public bool autoRecenterRoll = true; | ||
| public KeyCode HorizontalAndVerticalKey = KeyCode.LeftAlt; | ||
| public KeyCode RollKey = KeyCode.LeftControl; | ||
|
|
||
| Transform vrCameraTransform; | ||
| Transform rotationTransform; | ||
| Transform forwardTransform; | ||
|
|
||
| private float mouseX = 0; | ||
| private float mouseY = 0; | ||
| private float mouseZ = 0; | ||
|
|
||
| void Awake() { | ||
| // get the vr camera so we can align our forward with it | ||
| Camera vrCamera = gameObject.GetComponentInChildren<Camera>(); | ||
| vrCameraTransform = vrCamera.transform; | ||
|
|
||
| // create a hierarchy to enable us to additionally rotate the vr camera | ||
| rotationTransform = new GameObject("VR Mouse Look (Rotation)").GetComponent<Transform>(); | ||
| forwardTransform = new GameObject("VR Mouse Look (Forward)").GetComponent<Transform>(); | ||
| rotationTransform.SetParent(transform.parent, false); | ||
| forwardTransform.SetParent(rotationTransform, false); | ||
| transform.SetParent(forwardTransform, false); | ||
| } | ||
|
|
||
| void Update () { | ||
| bool rolled = false; | ||
| bool pitched = false; | ||
| if (Input.GetKey(HorizontalAndVerticalKey)) { | ||
| pitched = true; | ||
| if (enableYaw) { | ||
| mouseX += Input.GetAxis("Mouse X") * 5; | ||
| if (mouseX <= -180) { | ||
| mouseX += 360; | ||
| } else if (mouseX > 180) { | ||
| mouseX -= 360; | ||
| } | ||
| } | ||
| mouseY -= Input.GetAxis("Mouse Y") * 2.4f; | ||
| mouseY = Mathf.Clamp(mouseY, -85, 85); | ||
| } else if (Input.GetKey(RollKey)) { | ||
| rolled = true; | ||
| mouseZ += Input.GetAxis("Mouse X") * 5; | ||
| mouseZ = Mathf.Clamp(mouseZ, -85, 85); | ||
| } | ||
| if (!rolled && autoRecenterRoll) { | ||
| // People don't usually leave their heads tilted to one side for long. | ||
| mouseZ = Mathf.Lerp(mouseZ, 0, Time.deltaTime / (Time.deltaTime + 0.1f)); | ||
| } | ||
| if (!pitched && autoRecenterPitch) { | ||
| // People don't usually leave their heads tilted to one side for long. | ||
| mouseY = Mathf.Lerp(mouseY, 0, Time.deltaTime / (Time.deltaTime + 0.1f)); | ||
| } | ||
|
|
||
| forwardTransform.localRotation = Quaternion.Inverse(Quaternion.Euler(0.0f, vrCameraTransform.localRotation.eulerAngles.y, 0.0f)); | ||
| rotationTransform.localRotation = Quaternion.Euler(0, vrCameraTransform.localRotation.eulerAngles.y, 0.0f) * Quaternion.Euler(mouseY, mouseX, mouseZ); | ||
| } | ||
|
|
||
|
|
||
| #endif | ||
| } |
| @@ -1,2 +1,2 @@ | ||
| m_EditorVersion: 5.4.2f2 | ||
| m_StandardAssetsVersion: 0 |