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oculus go controller transform.forward is giving unexpected behaviours
I have a linerenderer in my controller object with the first point set at the transform.position of the controller and the second at transform.forward * 10,
i fixed that part by adding an empty gameobject i called anchor to it and rotating it a little so the line will go straight. but when i now try to pick up an object by setting the transform.position to achor.transform.forward * 10 i get this.
this is the code i'm using, i really hope someone can help me with this annoying problem.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PickUpObjects : MonoBehaviour {
GameObject pickedUpObject = null;
public Transform anchor;
float dist;
public LineRenderer line;
private void Update()
{
line.SetPosition(0, transform.position);
if(pickedUpObject == null && OVRInput.GetDown(OVRInput.Button.One))
{
Debug.Log("DpadUp Pressed");
//raycast to see if it hit something
RaycastHit hit;
Ray ray = new Ray(transform.position, anchor.forward);
if(Physics.Raycast(ray, out hit))
{
GameObject hitObject = hit.collider.gameObject;
//check if the hit object is pickupable
if (hitObject.GetComponent<Pickupable>())
{
//pickUp
pickedUpObject = hitObject;
dist = Vector3.Distance(transform.position, hitObject.transform.position);
Rigidbody rig = hitObject.GetComponent<Rigidbody>();
rig.velocity = Vector3.zero;
rig.angularVelocity = Vector3.zero;
rig.useGravity = false;
pickedUpObject.transform.position = anchor.forward * dist;
}
}
}
RaycastHit hitRay;
Ray rayLine = new Ray(transform.position, anchor.forward);
if (Physics.Raycast(rayLine, out hitRay, 10))
{
line.SetPosition(1, hitRay.point);
}
else
{
line.SetPosition(1, anchor.forward * 10);
}
if (pickedUpObject != null)
{
//follow
pickedUpObject.transform.position = anchor.forward * dist;
}
}
}
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