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Question by Bentoon · Aug 16, 2017 at 04:17 AM · audiovrraycastinggoogleaudioplay

playing audio with the GoogleVR Reticle Script

Hello

v 2017 is messing up my scripts, Not that they were great to start ; )

I am using the GoogleVR reticle script to instead of teleporting to play audio... and I'm not even able to write to the console though I'm picking the correct triggers and they are showing up in the inspector...

Modded script for Audio : using System.Collections; using System.Collections.Generic; using UnityEngine;

 [RequireComponent(typeof(Collider))]
 [RequireComponent(typeof(AudioSource))]
 
 
 public class reticleAudio : MonoBehaviour 
 
 {
     private Vector3 startingPosition;
 
     public Material inactiveMaterial;
     public Material gazedAtMaterial;
 
 
     void Start()
     {
         startingPosition = transform.localPosition;
         SetGazedAt(false);
         AudioSource audio = GetComponent<AudioSource>();
     }
 
     public void SetGazedAt(bool gazedAt)
     {
         if (inactiveMaterial != null && gazedAtMaterial != null)
         {
             GetComponent<Renderer>().material = gazedAt ? gazedAtMaterial : inactiveMaterial;
             return;
         }
         GetComponent<Renderer>().material.color = gazedAt ? Color.green : Color.red;
     }
 
     public void Reset()
     {
         transform.localPosition = startingPosition;
     }
 
     public void Recenter()
     {
 #if !UNITY_EDITOR
     GvrCardboardHelpers.Recenter();
 #else
         GvrEditorEmulator emulator = FindObjectOfType<GvrEditorEmulator>();
         if (emulator == null)
         {
             return;
         }
         emulator.Recenter();
 #endif  // !UNITY_EDITOR
     }
 
     public void playAudio()
     {
         //       audio.Play();
         Debug.Log("AUDIO");
     }
 
     public void OnMouseUp()
     {
         //   audio.Play();
         Debug.Log("AUDIO");
     }
 }
 
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