使用 Raycast 代替 Gaze Pointer
Using Raycast instead of Gaze Pointer
我是 VR 开发的新手,我正在使用 oculus 集成,所以我用线渲染器制作了一条射线,但现在我需要让这条线与凝视指针等所有东西交互(objects,UI, Scrolls..), 我正在 Oculus Go
上测试我的项目
我尝试了很多教程,但没有人关注这一点。
这是我对代码的尝试:
RaycastHit hit;
if(Physics.Raycast(transform.position,transform.forward ,out hit,0.8f))
{
if(hit.collider != null)
{
if (OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger))
{
go = hit.transform.gameObject;
go.SetActive(false);
}
}
}
这适用于 objects,但不适用于 UI,就像 GazePointer 的工作方式一样。
我也对类似的东西感兴趣,所以我对提到的 SteamVR Laser Pointer Menus.
有了更深入的了解
总体思路很简单:
- 在所有可交互的 UI 上使用
BoxCollider
- 然后你可以简单地坚持
Physics.Raycast
- 如果指向 UI 元素,还会触发相应的
EventSystems.ExecuteEvents
实际上这看起来有点复杂。我基于 steamvr_laserpointer.cs
创建了自己的脚本,但为了涵盖大部分交互,我不得不对其进行大量更改。
它还没有完全工作 - 虽然它基本上已经非常适合 3D 对象和简单的按钮交互,但我在拖动 才能正常工作。但我希望这对每个尝试类似事情的人来说都是一个很好的起点:
LaserPointerController.cs
(最初基于steamvr_laserpointer.cs
)
这已附加到您的控制器 GameObject。它将创建一个子对象 "LaserHolder",它也有一个子对象 "LaserPointer"。 "LaserPointer" 基本上只是一个立方体,经过缩放后看起来像激光束。-
#define USE_CUSTOM_EDITOR
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
#if UNITY_EDITOR && USE_CUSTOM_EDITOR
using UnityEditor;
#endif
public class LaserPointerController : MonoBehaviour
{
#region Inspector
[Header("Pointer Settings")]
[Tooltip("Should the LaserPointer origin have an offset to the controller position (in local coordinates)?")]
[SerializeField] private bool useOffset;
[SerializeField] private Vector3 offset = Vector3.zero;
[Tooltip("The maximal distance of the laser pointer (in Unity Units)")]
[SerializeField] private float maxPointerDistance = 5f;
[Tooltip("Should the laser have a Collider attached?\nUseful for e.g. directly using OnTriggerEnter\n\nNote: This will use Physics.RaycastAll which is less efficient.")]
[SerializeField] private bool useCollider;
[Tooltip("Should the laser Collider be a trigger?\nHas to be disabled to e.g. use OnCollisionEnter")]
[SerializeField] private bool colliderIsTrigger;
[Tooltip("Should the laser additionally have a RigidBody?\nRequired for some types of collisions.")]
[SerializeField] private bool useRigidBody;
[Header("Style Settings")]
[Tooltip("Should the laser change its Color when pressed")]
[SerializeField] private bool changeColor;
[Tooltip("Should the laser change its thickness when pressed")]
[SerializeField] private bool changeThickness;
[Tooltip("Color of the Laser in idle")]
[SerializeField] private Color idleColor = Color.red;
[Tooltip("Color of the beam when pressed")]
[SerializeField] private Color pressedColor = Color.green;
[Tooltip("Thickness of the laser beam")]
[SerializeField] private float idleThickness = 0.005f;
[Tooltip("Thickness of the laser beam when pressed")]
[SerializeField] private float pressedThickness = 0.007f;
[Header("Debug")]
[SerializeField] private bool isPressed;
[SerializeField] private Vector3 pointerPosition3D;
[SerializeField] private Vector2 pointerPosition2D;
#if UNITY_EDITOR && USE_CUSTOM_EDITOR
[CustomEditor(typeof(LaserPointerController))]
private class LaserPointerControllerEditor : Editor
{
private SerializedProperty useOffset;
private SerializedProperty offset;
private SerializedProperty maxPointerDistance;
private SerializedProperty useCollider;
private SerializedProperty colliderIsTrigger;
private SerializedProperty useRigidBody;
private SerializedProperty changeColor;
private SerializedProperty changeThickness;
private SerializedProperty idleColor;
private SerializedProperty pressedColor;
private SerializedProperty idleThickness;
private SerializedProperty pressedThickness;
private SerializedProperty _isPressed;
private SerializedProperty pointerPosition3D;
private SerializedProperty pointerPosition2D;
private void OnEnable()
{
useOffset = serializedObject.FindProperty("useOffset");
offset = serializedObject.FindProperty("offset");
maxPointerDistance = serializedObject.FindProperty("maxPointerDistance");
useCollider = serializedObject.FindProperty("useCollider");
colliderIsTrigger = serializedObject.FindProperty("colliderIsTrigger");
useRigidBody = serializedObject.FindProperty("useRigidBody");
changeColor = serializedObject.FindProperty("changeColor");
changeThickness = serializedObject.FindProperty("changeThickness");
idleColor = serializedObject.FindProperty("idleColor");
pressedColor = serializedObject.FindProperty("pressedColor");
idleThickness = serializedObject.FindProperty("idleThickness");
pressedThickness = serializedObject.FindProperty("pressedThickness");
_isPressed = serializedObject.FindProperty("isPressed");
pointerPosition3D = serializedObject.FindProperty("pointerPosition3D");
pointerPosition2D = serializedObject.FindProperty("pointerPosition2D");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
DrawScriptField();
EditorGUILayout.PropertyField(useOffset);
if (useOffset.boolValue)
{
EditorGUILayout.PropertyField(offset);
EditorGUILayout.Space();
}
EditorGUILayout.PropertyField(maxPointerDistance);
EditorGUILayout.PropertyField(useCollider);
if (useCollider.boolValue)
{
EditorGUILayout.PropertyField(colliderIsTrigger);
EditorGUILayout.PropertyField(useRigidBody);
}
else
{
colliderIsTrigger.boolValue = true;
useRigidBody.boolValue = false;
}
EditorGUILayout.PropertyField(changeColor);
EditorGUILayout.PropertyField(changeThickness);
EditorGUILayout.PropertyField(idleColor);
if (changeColor.boolValue) EditorGUILayout.PropertyField(pressedColor);
EditorGUILayout.PropertyField(idleThickness);
if (changeThickness.boolValue) EditorGUILayout.PropertyField(pressedThickness);
if (EditorApplication.isPlayingOrWillChangePlaymode)
{
EditorGUILayout.PropertyField(_isPressed);
EditorGUI.BeginDisabledGroup(true);
{
EditorGUILayout.PropertyField(pointerPosition3D);
EditorGUILayout.PropertyField(pointerPosition2D);
}
EditorGUI.EndDisabledGroup();
}
serializedObject.ApplyModifiedProperties();
}
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
{
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((LaserPointerController)target), typeof(LaserPointerController), false);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
}
}
#endif
#endregion Inspector
#region Public Members
public Vector3 PointerPosition3D
{
get { return pointerPosition3D; }
}
public Vector2 PointerPosition2D
{
get { return pointerPosition2D; }
}
public bool IsPressed
{
get { return isPressed; }
}
public Transform CurrentlyHoveredTransform
{
get { return _currentlyHovered; }
}
#endregion Public Members
#region Private Members
private Transform _holder;
private Transform _laser;
private Transform _currentlyHovered;
private Material _laserMaterial;
private PointerEventData _pointerEventData;
private Vector2 _lastPointerPosition;
private bool _isDragging;
private bool _lastPressed;
private Camera _camera;
#endregion Private Members
#region MonoBehaviour Messages
private void Awake()
{
_holder = new GameObject("LaserHolder").transform;
_holder.parent = transform;
_holder.localScale = Vector3.one;
_holder.localPosition = useOffset ? offset : Vector3.zero;
_holder.localRotation = Quaternion.identity;
_laser = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
var collider = _laser.GetComponent<Collider>();
if (!useCollider)
{
Destroy(_laser.GetComponent<Collider>());
}
else
{
collider.isTrigger = colliderIsTrigger;
}
if (useRigidBody)
{
var rigidBody = _laser.gameObject.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
rigidBody.isKinematic = true;
}
_laser.name = "LaserPointer";
_laser.transform.parent = _holder;
_laser.transform.localScale = new Vector3(idleThickness, idleThickness, maxPointerDistance);
_laser.transform.localPosition = new Vector3(0f, 0f, maxPointerDistance / 2f);
_laser.transform.localRotation = Quaternion.identity;
_laserMaterial = new Material(Shader.Find("Unlit/Color")) { color = idleColor };
_laser.GetComponent<MeshRenderer>().material = _laserMaterial;
_camera = Camera.main;
_pointerEventData = new PointerEventData(EventSystem.current)
{
// most Unity comonents e.g. the ScrollRect expect this to be Left
// otherwise they ignore pointer input
button = PointerEventData.InputButton.Left
};
}
private void OnEnable()
{
_holder.gameObject.SetActive(true);
}
private void OnDisable()
{
_holder.gameObject.SetActive(false);
}
// Update is called once per frame
private void Update()
{
//TODO uncomment this in order to get the isPressed from the according controller
// curently I only set it via the Inspector
//isPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger);
// Initially the dist is the maximum pointer distance
var dist = maxPointerDistance;
// create the ray from the laserpointer origin
var ray = new Ray(_holder.position, _holder.forward);
var hit = new RaycastHit();
// If using a Collider we have to ignore the Collider of the LaserPointer itself
if (useCollider)
{
var hits = Physics.RaycastAll(ray, maxPointerDistance);
hit = hits.FirstOrDefault(h => h.transform != _laser.transform);
}
else
{
Physics.Raycast(ray, out hit, maxPointerDistance);
}
// Are we hitting something?
if (hit.transform)
{
// ignore if still pressing the trigger
if (!isPressed)
{
// Are we hitting something different to what we hit before?
if (_currentlyHovered && _currentlyHovered != hit.transform)
{
ExecuteEvents.ExecuteHierarchy(_currentlyHovered.gameObject, _pointerEventData, ExecuteEvents.pointerExitHandler);
_currentlyHovered = null;
}
// Are we hitting something new?
if (_currentlyHovered != hit.transform)
{
ExecuteEvents.ExecuteHierarchy(hit.transform.gameObject, _pointerEventData, ExecuteEvents.pointerEnterHandler);
_currentlyHovered = hit.transform;
}
}
if (_currentlyHovered == hit.transform)
{
// If we are hitting something correct the dist value
if (hit.distance < maxPointerDistance)
{
dist = hit.distance;
}
if (isPressed)
{
HandlePointerDown(hit.transform);
}
else
{
HandlePointerUp(hit.transform);
}
}
}
else
{
if (!isPressed && _currentlyHovered)
{
HandlePointerUp(_currentlyHovered, true);
ExecuteEvents.ExecuteHierarchy(_currentlyHovered.gameObject, _pointerEventData, ExecuteEvents.pointerExitHandler);
_currentlyHovered = null;
}
}
// Apply changes in the thickness and set the laser dimensions using the dist
var thickness = !changeThickness || !isPressed ? idleThickness : pressedThickness;
_laser.transform.localScale = new Vector3(thickness, thickness, dist);
_laser.transform.localPosition = new Vector3(0f, 0f, dist / 2f);
// Apply color changes
if (changeColor) _laserMaterial.color = isPressed ? pressedColor : idleColor;
// Update the pointerEventData
pointerPosition3D = _laser.transform.position + _laser.transform.forward * dist / 2f;
pointerPosition2D = _camera.WorldToScreenPoint(pointerPosition3D);
_pointerEventData.position = pointerPosition2D;
_pointerEventData.delta = _pointerEventData.position - _lastPointerPosition;
_lastPointerPosition = _pointerEventData.position;
_lastPressed = isPressed;
}
#endregion MonoBehaviour Messages
#region Private Methods
private void HandlePointerDown(Component target)
{
if (!target) return;
// only call once if IsPressed changed its value this frame
if (_lastPressed != isPressed)
{
// Try pointerClickHandler, only use submitHandler as fallback
// e.g. UI.Button implements both ... would lead to duplicate clicks
var done = ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.pointerClickHandler);
if (!done) ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.submitHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.pointerDownHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.selectHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.initializePotentialDrag);
}
else
{
if (!_isDragging)
{
// in the first frame use beginDragHandler
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.beginDragHandler);
_isDragging = true;
_pointerEventData.dragging = true;
}
else
{
// later use dragHandler
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.dragHandler);
}
}
}
private void HandlePointerUp(Component target, bool forceInvoke = false)
{
if (!target) return;
// only call once if IsPressed changed its value this frame
// or forceInvoke is set
if (_lastPressed != isPressed || forceInvoke)
{
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.pointerUpHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.deselectHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.endDragHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.dropHandler);
_isDragging = false;
_pointerEventData.dragging = false;
}
}
#endregion Private Methods
}
VRUIItem.cs
(基于 VRUIItem.cs
但添加了 Update
如此动态 UI 就像 ScrollRect
中的 ScrollBar
的 Handles
更新其对撞机)
基本上每个 UI 元素都应该与激光
交互
using UnityEngine;
[RequireComponent(typeof(RectTransform))]
public class VRUIItem : MonoBehaviour
{
private BoxCollider _boxCollider;
private RectTransform _rectTransform;
private void OnEnable()
{
ValidateCollider();
}
private void Update()
{
ValidateCollider();
}
private void OnValidate()
{
ValidateCollider();
}
private void ValidateCollider()
{
if (!_rectTransform) _rectTransform = GetComponent<RectTransform>();
if (!_boxCollider) _boxCollider = GetComponent<BoxCollider>();
if (!_boxCollider) _boxCollider = gameObject.AddComponent<BoxCollider>();
_boxCollider.size = _rectTransform.rect.size;
}
}
Interactable3D.cs
如何使用 IPointerXYHandler
接口创建交互式 3D 游戏对象的示例
using System;
using UnityEngine;
using UnityEngine.EventSystems;
public class Interactable3D : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
public Color normalColor;
public Color hoverColor;
private Renderer renderer;
private void Awake()
{
renderer = GetComponent<Renderer>();
renderer.material.color = normalColor;
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log(" ENTEREd!");
transform.localScale *= 1.2f;
renderer.material.color = hoverColor;
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("EXIT!");
transform.localScale /= 1.2f;
renderer.material.color = normalColor;
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("CLICKED!");
}
}
演示
如前所述,滚动还不是很正确,但是你可以看到它基本上是可能的 - 也许只是我通过 _pointerEventData.position
传入的指针坐标有问题 - 但是所有其他交互已经有效:
我是 VR 开发的新手,我正在使用 oculus 集成,所以我用线渲染器制作了一条射线,但现在我需要让这条线与凝视指针等所有东西交互(objects,UI, Scrolls..), 我正在 Oculus Go
上测试我的项目我尝试了很多教程,但没有人关注这一点。
这是我对代码的尝试:
RaycastHit hit;
if(Physics.Raycast(transform.position,transform.forward ,out hit,0.8f))
{
if(hit.collider != null)
{
if (OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger))
{
go = hit.transform.gameObject;
go.SetActive(false);
}
}
}
这适用于 objects,但不适用于 UI,就像 GazePointer 的工作方式一样。
我也对类似的东西感兴趣,所以我对提到的 SteamVR Laser Pointer Menus.
有了更深入的了解总体思路很简单:
- 在所有可交互的 UI 上使用
BoxCollider
- 然后你可以简单地坚持
Physics.Raycast
- 如果指向 UI 元素,还会触发相应的
EventSystems.ExecuteEvents
实际上这看起来有点复杂。我基于 steamvr_laserpointer.cs
创建了自己的脚本,但为了涵盖大部分交互,我不得不对其进行大量更改。
它还没有完全工作 - 虽然它基本上已经非常适合 3D 对象和简单的按钮交互,但我在拖动 才能正常工作。但我希望这对每个尝试类似事情的人来说都是一个很好的起点:
LaserPointerController.cs
(最初基于steamvr_laserpointer.cs
)
这已附加到您的控制器 GameObject。它将创建一个子对象 "LaserHolder",它也有一个子对象 "LaserPointer"。 "LaserPointer" 基本上只是一个立方体,经过缩放后看起来像激光束。-
#define USE_CUSTOM_EDITOR
using System.Linq;
using UnityEngine;
using UnityEngine.EventSystems;
#if UNITY_EDITOR && USE_CUSTOM_EDITOR
using UnityEditor;
#endif
public class LaserPointerController : MonoBehaviour
{
#region Inspector
[Header("Pointer Settings")]
[Tooltip("Should the LaserPointer origin have an offset to the controller position (in local coordinates)?")]
[SerializeField] private bool useOffset;
[SerializeField] private Vector3 offset = Vector3.zero;
[Tooltip("The maximal distance of the laser pointer (in Unity Units)")]
[SerializeField] private float maxPointerDistance = 5f;
[Tooltip("Should the laser have a Collider attached?\nUseful for e.g. directly using OnTriggerEnter\n\nNote: This will use Physics.RaycastAll which is less efficient.")]
[SerializeField] private bool useCollider;
[Tooltip("Should the laser Collider be a trigger?\nHas to be disabled to e.g. use OnCollisionEnter")]
[SerializeField] private bool colliderIsTrigger;
[Tooltip("Should the laser additionally have a RigidBody?\nRequired for some types of collisions.")]
[SerializeField] private bool useRigidBody;
[Header("Style Settings")]
[Tooltip("Should the laser change its Color when pressed")]
[SerializeField] private bool changeColor;
[Tooltip("Should the laser change its thickness when pressed")]
[SerializeField] private bool changeThickness;
[Tooltip("Color of the Laser in idle")]
[SerializeField] private Color idleColor = Color.red;
[Tooltip("Color of the beam when pressed")]
[SerializeField] private Color pressedColor = Color.green;
[Tooltip("Thickness of the laser beam")]
[SerializeField] private float idleThickness = 0.005f;
[Tooltip("Thickness of the laser beam when pressed")]
[SerializeField] private float pressedThickness = 0.007f;
[Header("Debug")]
[SerializeField] private bool isPressed;
[SerializeField] private Vector3 pointerPosition3D;
[SerializeField] private Vector2 pointerPosition2D;
#if UNITY_EDITOR && USE_CUSTOM_EDITOR
[CustomEditor(typeof(LaserPointerController))]
private class LaserPointerControllerEditor : Editor
{
private SerializedProperty useOffset;
private SerializedProperty offset;
private SerializedProperty maxPointerDistance;
private SerializedProperty useCollider;
private SerializedProperty colliderIsTrigger;
private SerializedProperty useRigidBody;
private SerializedProperty changeColor;
private SerializedProperty changeThickness;
private SerializedProperty idleColor;
private SerializedProperty pressedColor;
private SerializedProperty idleThickness;
private SerializedProperty pressedThickness;
private SerializedProperty _isPressed;
private SerializedProperty pointerPosition3D;
private SerializedProperty pointerPosition2D;
private void OnEnable()
{
useOffset = serializedObject.FindProperty("useOffset");
offset = serializedObject.FindProperty("offset");
maxPointerDistance = serializedObject.FindProperty("maxPointerDistance");
useCollider = serializedObject.FindProperty("useCollider");
colliderIsTrigger = serializedObject.FindProperty("colliderIsTrigger");
useRigidBody = serializedObject.FindProperty("useRigidBody");
changeColor = serializedObject.FindProperty("changeColor");
changeThickness = serializedObject.FindProperty("changeThickness");
idleColor = serializedObject.FindProperty("idleColor");
pressedColor = serializedObject.FindProperty("pressedColor");
idleThickness = serializedObject.FindProperty("idleThickness");
pressedThickness = serializedObject.FindProperty("pressedThickness");
_isPressed = serializedObject.FindProperty("isPressed");
pointerPosition3D = serializedObject.FindProperty("pointerPosition3D");
pointerPosition2D = serializedObject.FindProperty("pointerPosition2D");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
DrawScriptField();
EditorGUILayout.PropertyField(useOffset);
if (useOffset.boolValue)
{
EditorGUILayout.PropertyField(offset);
EditorGUILayout.Space();
}
EditorGUILayout.PropertyField(maxPointerDistance);
EditorGUILayout.PropertyField(useCollider);
if (useCollider.boolValue)
{
EditorGUILayout.PropertyField(colliderIsTrigger);
EditorGUILayout.PropertyField(useRigidBody);
}
else
{
colliderIsTrigger.boolValue = true;
useRigidBody.boolValue = false;
}
EditorGUILayout.PropertyField(changeColor);
EditorGUILayout.PropertyField(changeThickness);
EditorGUILayout.PropertyField(idleColor);
if (changeColor.boolValue) EditorGUILayout.PropertyField(pressedColor);
EditorGUILayout.PropertyField(idleThickness);
if (changeThickness.boolValue) EditorGUILayout.PropertyField(pressedThickness);
if (EditorApplication.isPlayingOrWillChangePlaymode)
{
EditorGUILayout.PropertyField(_isPressed);
EditorGUI.BeginDisabledGroup(true);
{
EditorGUILayout.PropertyField(pointerPosition3D);
EditorGUILayout.PropertyField(pointerPosition2D);
}
EditorGUI.EndDisabledGroup();
}
serializedObject.ApplyModifiedProperties();
}
private void DrawScriptField()
{
EditorGUI.BeginDisabledGroup(true);
{
EditorGUILayout.ObjectField("Script", MonoScript.FromMonoBehaviour((LaserPointerController)target), typeof(LaserPointerController), false);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.Space();
}
}
#endif
#endregion Inspector
#region Public Members
public Vector3 PointerPosition3D
{
get { return pointerPosition3D; }
}
public Vector2 PointerPosition2D
{
get { return pointerPosition2D; }
}
public bool IsPressed
{
get { return isPressed; }
}
public Transform CurrentlyHoveredTransform
{
get { return _currentlyHovered; }
}
#endregion Public Members
#region Private Members
private Transform _holder;
private Transform _laser;
private Transform _currentlyHovered;
private Material _laserMaterial;
private PointerEventData _pointerEventData;
private Vector2 _lastPointerPosition;
private bool _isDragging;
private bool _lastPressed;
private Camera _camera;
#endregion Private Members
#region MonoBehaviour Messages
private void Awake()
{
_holder = new GameObject("LaserHolder").transform;
_holder.parent = transform;
_holder.localScale = Vector3.one;
_holder.localPosition = useOffset ? offset : Vector3.zero;
_holder.localRotation = Quaternion.identity;
_laser = GameObject.CreatePrimitive(PrimitiveType.Cube).transform;
var collider = _laser.GetComponent<Collider>();
if (!useCollider)
{
Destroy(_laser.GetComponent<Collider>());
}
else
{
collider.isTrigger = colliderIsTrigger;
}
if (useRigidBody)
{
var rigidBody = _laser.gameObject.AddComponent<Rigidbody>();
rigidBody.useGravity = false;
rigidBody.isKinematic = true;
}
_laser.name = "LaserPointer";
_laser.transform.parent = _holder;
_laser.transform.localScale = new Vector3(idleThickness, idleThickness, maxPointerDistance);
_laser.transform.localPosition = new Vector3(0f, 0f, maxPointerDistance / 2f);
_laser.transform.localRotation = Quaternion.identity;
_laserMaterial = new Material(Shader.Find("Unlit/Color")) { color = idleColor };
_laser.GetComponent<MeshRenderer>().material = _laserMaterial;
_camera = Camera.main;
_pointerEventData = new PointerEventData(EventSystem.current)
{
// most Unity comonents e.g. the ScrollRect expect this to be Left
// otherwise they ignore pointer input
button = PointerEventData.InputButton.Left
};
}
private void OnEnable()
{
_holder.gameObject.SetActive(true);
}
private void OnDisable()
{
_holder.gameObject.SetActive(false);
}
// Update is called once per frame
private void Update()
{
//TODO uncomment this in order to get the isPressed from the according controller
// curently I only set it via the Inspector
//isPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger);
// Initially the dist is the maximum pointer distance
var dist = maxPointerDistance;
// create the ray from the laserpointer origin
var ray = new Ray(_holder.position, _holder.forward);
var hit = new RaycastHit();
// If using a Collider we have to ignore the Collider of the LaserPointer itself
if (useCollider)
{
var hits = Physics.RaycastAll(ray, maxPointerDistance);
hit = hits.FirstOrDefault(h => h.transform != _laser.transform);
}
else
{
Physics.Raycast(ray, out hit, maxPointerDistance);
}
// Are we hitting something?
if (hit.transform)
{
// ignore if still pressing the trigger
if (!isPressed)
{
// Are we hitting something different to what we hit before?
if (_currentlyHovered && _currentlyHovered != hit.transform)
{
ExecuteEvents.ExecuteHierarchy(_currentlyHovered.gameObject, _pointerEventData, ExecuteEvents.pointerExitHandler);
_currentlyHovered = null;
}
// Are we hitting something new?
if (_currentlyHovered != hit.transform)
{
ExecuteEvents.ExecuteHierarchy(hit.transform.gameObject, _pointerEventData, ExecuteEvents.pointerEnterHandler);
_currentlyHovered = hit.transform;
}
}
if (_currentlyHovered == hit.transform)
{
// If we are hitting something correct the dist value
if (hit.distance < maxPointerDistance)
{
dist = hit.distance;
}
if (isPressed)
{
HandlePointerDown(hit.transform);
}
else
{
HandlePointerUp(hit.transform);
}
}
}
else
{
if (!isPressed && _currentlyHovered)
{
HandlePointerUp(_currentlyHovered, true);
ExecuteEvents.ExecuteHierarchy(_currentlyHovered.gameObject, _pointerEventData, ExecuteEvents.pointerExitHandler);
_currentlyHovered = null;
}
}
// Apply changes in the thickness and set the laser dimensions using the dist
var thickness = !changeThickness || !isPressed ? idleThickness : pressedThickness;
_laser.transform.localScale = new Vector3(thickness, thickness, dist);
_laser.transform.localPosition = new Vector3(0f, 0f, dist / 2f);
// Apply color changes
if (changeColor) _laserMaterial.color = isPressed ? pressedColor : idleColor;
// Update the pointerEventData
pointerPosition3D = _laser.transform.position + _laser.transform.forward * dist / 2f;
pointerPosition2D = _camera.WorldToScreenPoint(pointerPosition3D);
_pointerEventData.position = pointerPosition2D;
_pointerEventData.delta = _pointerEventData.position - _lastPointerPosition;
_lastPointerPosition = _pointerEventData.position;
_lastPressed = isPressed;
}
#endregion MonoBehaviour Messages
#region Private Methods
private void HandlePointerDown(Component target)
{
if (!target) return;
// only call once if IsPressed changed its value this frame
if (_lastPressed != isPressed)
{
// Try pointerClickHandler, only use submitHandler as fallback
// e.g. UI.Button implements both ... would lead to duplicate clicks
var done = ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.pointerClickHandler);
if (!done) ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.submitHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.pointerDownHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.selectHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.initializePotentialDrag);
}
else
{
if (!_isDragging)
{
// in the first frame use beginDragHandler
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.beginDragHandler);
_isDragging = true;
_pointerEventData.dragging = true;
}
else
{
// later use dragHandler
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.dragHandler);
}
}
}
private void HandlePointerUp(Component target, bool forceInvoke = false)
{
if (!target) return;
// only call once if IsPressed changed its value this frame
// or forceInvoke is set
if (_lastPressed != isPressed || forceInvoke)
{
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.pointerUpHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.deselectHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.endDragHandler);
ExecuteEvents.ExecuteHierarchy(target.gameObject, _pointerEventData, ExecuteEvents.dropHandler);
_isDragging = false;
_pointerEventData.dragging = false;
}
}
#endregion Private Methods
}
VRUIItem.cs
(基于 VRUIItem.cs
但添加了 Update
如此动态 UI 就像 ScrollRect
中的 ScrollBar
的 Handles
更新其对撞机)
基本上每个 UI 元素都应该与激光
交互using UnityEngine;
[RequireComponent(typeof(RectTransform))]
public class VRUIItem : MonoBehaviour
{
private BoxCollider _boxCollider;
private RectTransform _rectTransform;
private void OnEnable()
{
ValidateCollider();
}
private void Update()
{
ValidateCollider();
}
private void OnValidate()
{
ValidateCollider();
}
private void ValidateCollider()
{
if (!_rectTransform) _rectTransform = GetComponent<RectTransform>();
if (!_boxCollider) _boxCollider = GetComponent<BoxCollider>();
if (!_boxCollider) _boxCollider = gameObject.AddComponent<BoxCollider>();
_boxCollider.size = _rectTransform.rect.size;
}
}
Interactable3D.cs
如何使用 IPointerXYHandler
接口创建交互式 3D 游戏对象的示例
using System;
using UnityEngine;
using UnityEngine.EventSystems;
public class Interactable3D : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler
{
public Color normalColor;
public Color hoverColor;
private Renderer renderer;
private void Awake()
{
renderer = GetComponent<Renderer>();
renderer.material.color = normalColor;
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log(" ENTEREd!");
transform.localScale *= 1.2f;
renderer.material.color = hoverColor;
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("EXIT!");
transform.localScale /= 1.2f;
renderer.material.color = normalColor;
}
public void OnPointerClick(PointerEventData eventData)
{
Debug.Log("CLICKED!");
}
}
演示
如前所述,滚动还不是很正确,但是你可以看到它基本上是可能的 - 也许只是我通过 _pointerEventData.position
传入的指针坐标有问题 - 但是所有其他交互已经有效: