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Question by DK86 · Aug 28, 2016 at 07:47 PM · vrshootinggunsteameyes

How to attach shooting gun to my eyes???(HTC vive) When I press the button on the controller, it should fire from my eyes. But I can't find the way!! please help me what to do!! Best regards,

using UnityEngine; using VRTK;

public class Gun : VRTK_InteractableObject { private GameObject bullet; private float bulletSpeed = 1000f; private float bulletLife = 5f;

 public override void StartUsing(GameObject usingObject)
 {
     base.StartUsing(usingObject);
     FireBullet();
 }

 protected override void Start()
 {
     base.Start();
     bullet = transform.Find("Bullet").gameObject;
     bullet.SetActive(false);
 }

 private void FireBullet()
 {
     GameObject bulletClone = Instantiate(bullet, bullet.transform.position, bullet.transform.rotation) as GameObject;
     bulletClone.SetActive(true);
     Rigidbody rb = bulletClone.GetComponent<Rigidbody>();
     rb.AddForce(-bullet.transform.forward * bulletSpeed);
     Destroy(bulletClone, bulletLife);
 }

}

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avatar image mj321 · Aug 28, 2016 at 08:28 PM 0
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When placing the bullet instance and adding force, try using Camera.main.transform ins$$anonymous$$d of bullet.transform.

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Answer by DK86 · Aug 29, 2016 at 10:05 PM

I appreciate your support!! Thank you!

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avatar image DK86 · Aug 30, 2016 at 02:30 AM 0
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Unfortunately,,, it doesn't still work ....

Can you show me the correct code?????

When I put the code"Camera.main", some error happened (Camera.main doesn't contain other definitions)

Please help me fix the issue

avatar image mj321 DK86 · Aug 30, 2016 at 05:32 AM 0
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Sorry, i just read that your camera must be tagged "$$anonymous$$ain Camera" for this to work.

http://docs.unity3d.com//ScriptReference/Camera-main.html

avatar image DK86 mj321 · Aug 30, 2016 at 11:39 PM 0
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There are two scrips to attach the gun to front view of camera Please help me fix the problem Tell me how to solve this...... I really need your help Please save my life


1. VRY$$anonymous$$_ObjectAutoGrab

namespace VRT$$anonymous$$ { using UnityEngine; using System.Collections;

 public class VRT$$anonymous$$_ObjectAutoGrab : $$anonymous$$onoBehaviour
 {
     public VRT$$anonymous$$_InteractableObject objectToGrab;
     public bool cloneGrabbedObject;

     private VRT$$anonymous$$_InteractGrab controller;

     private IEnumerator Start()
     {
         controller = GetComponent<VRT$$anonymous$$_InteractGrab>();
         if (!controller)
         {
             Debug.LogError("The VRT$$anonymous$$_InteractGrab script is required to be attached to the controller along with this script.");
             yield break;
         }


         

         VRT$$anonymous$$_InteractableObject grabbableObject = objectToGrab;
         if (cloneGrabbedObject)
         {
             grabbableObject = Instantiate(objectToGrab);
         }
         controller.GetComponent<VRT$$anonymous$$_InteractTouch>().ForceStopTouching();
         controller.GetComponent<VRT$$anonymous$$_InteractTouch>().ForceTouch(grabbableObject.gameObject);
         controller.AttemptGrab();
     }
 }

}


2. Gun

using UnityEngine; using VRT$$anonymous$$;

public class Gun : VRT$$anonymous$$_InteractableObject { public static Camera main; private GameObject bullet; private float bulletSpeed = 2000f; private float bulletLife = 1f; private AudioSource gunAudio;

 public override void StartUsing(GameObject usingObject)
 {
     main = GetComponentInParent<Camera>();
     base.StartUsing(usingObject);
     FireBullet();
 }

 protected override void Start()
 {
     gunAudio = GetComponent<AudioSource>();
     base.Start();
     bullet = transform.Find("Bullet").gameObject;
     bullet.SetActive(false);
 }

 private void FireBullet()
 {
     GameObject bulletClone = Instantiate(bullet, bullet.transform.position, bullet.transform.rotation) as GameObject;
     bulletClone.SetActive(true);
     Rigidbody rb = bulletClone.GetComponent<Rigidbody>();
     rb.AddForce(-bullet.transform.forward * bulletSpeed);
     Destroy(bulletClone, bulletLife);
 }

}

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