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Question by NourNabhan · May 08, 2018 at 12:59 PM · c#scripting problem

TapToPlace issue

I have a cylinder with a box collider and attached to it two scripts, "TapToPlace" and "Deformation". 1- The TapToPlace script is the one in HoloToolkit-Unity-2017.2.1.3. 2- The Deformation script I wrote it.

using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR.WSA.Input;

public class Deformation : MonoBehaviour { //cylinder's position Vector3 tempPos;

 //cylinder's scale
 Vector3 tempScale;

 IEnumerator ExecuteAfterTime(float time)
 {
     yield return new WaitForSecondsRealtime(time);

     // Code to execute after the delay

     //changing the y scale to return to the original size
     tempScale.y = 0.2f;
     transform.localScale = tempScale;
 }

 private void InteractionManager_SourceUpdated(InteractionSourceUpdatedEventArgs hand)
 {
     //checking if the input is your hand
     if (hand.state.source.kind == InteractionSourceKind.Hand)
     {
         //initializing hand position
         Vector3 handPosition;
         hand.state.sourcePose.TryGetPosition(out handPosition);

         //cylinder's range
         float minXRange = (transform.position.x) - ((transform.localScale.x) / 2);
         float maxXRange = (transform.position.x) + ((transform.localScale.x) / 2);
         float minYRange = (transform.position.y) - ((transform.localScale.y) / 2);
         float maxYRange = (transform.position.y) + ((transform.localScale.y) / 2);
         float minZRange = (transform.position.z) - ((transform.localScale.z) / 2);
         float maxZRange = (transform.position.z) + ((transform.localScale.z) / 2);

         //hand x, y and z co-ordinates
         float handX = handPosition.x;
         float handY = handPosition.y;
         float handZ = handPosition.z;

         //if my hand is on the cylinder's surface
         if ((minXRange <= handX) && (handX <= maxXRange) && (minYRange <= handY) && (handY <= maxYRange) && (minZRange <= handZ) && (handZ <= maxZRange))
         {
             //changing the y scale to be equal to my hand position
             tempScale.y = handPosition.y;
             transform.localScale = tempScale;
         }
         else
         {
             StartCoroutine(ExecuteAfterTime(2f));
         }
     }
 }

 // Use this for initialization
 void Start()
 {
     //initializing cylinder's position 
     tempPos = transform.position;

     //initializing cylinder's scale
     tempScale = transform.localScale;

     InteractionManager.InteractionSourceUpdated += InteractionManager_SourceUpdated;
 }

 // Update is called once per frame
 void Update()
 {

 }

}

The problem is that when I attach the Deformation script alone it works fine while when I attach both scripts only the Tap To Place script works. PS: The same problem happens when I use HandDraggble script. Any idea what is the problem? Thank you.

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