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Question by
Dylanpolis · Jan 20, 2018 at 07:20 AM ·
c#scripting probleminputscript.vr
What is the Input Key for the Steam Vive triggers?
using UnityEngine;
using System.Collections;
public class Press_Space_to_Fire : MonoBehaviour
{
//Drag in the Bullet Emitter from the Component Inspector.
public GameObject Bullet_Emitter;
//Drag in the Bullet Prefab from the Component Inspector.
public GameObject Bullet;
//Enter the Speed of the Bullet from the Component Inspector.
public float Bullet_Forward_Force;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update ()
{
if (Input.GetKeyDown("fire"))
{
//The Bullet instantiation happens here.
GameObject Temporary_Bullet_Handler;
Temporary_Bullet_Handler = Instantiate(Bullet,Bullet_Emitter.transform.position,Bullet_Emitter.transform.rotation) as GameObject;
//Sometimes bullets may appear rotated incorrectly due to the way its pivot was set from the original modeling package.
//This is EASILY corrected here, you might have to rotate it from a different axis and or angle based on your particular mesh.
Temporary_Bullet_Handler.transform.Rotate(Vector3.left * 90);
//Retrieve the Rigidbody component from the instantiated Bullet and control it.
Rigidbody Temporary_RigidBody;
Temporary_RigidBody = Temporary_Bullet_Handler.GetComponent<Rigidbody>();
//Tell the bullet to be "pushed" forward by an amount set by Bullet_Forward_Force.
Temporary_RigidBody.AddForce(transform.forward * Bullet_Forward_Force);
//Basic Clean Up, set the Bullets to self destruct after 10 Seconds, I am being VERY generous here, normally 3 seconds is plenty.
Destroy(Temporary_Bullet_Handler, 10.0f);
}
}
}
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Best Answer
Answer by mattclarke · Jan 20, 2018 at 04:36 PM
There's a table halfway down this page in the documentation which looks like it might describe what you need.
Left Controller Trigger: Axis 9
Right Controller Trigger: Axis 10
You should set up an input in Unity with these axis and use Input.GetAxis("ExampleInputName")
to read the value at runtime.
Your answer
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