Initial Commit

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2025-07-04 20:33:06 +03:00
commit 8f09347ae0
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/*
* Copyright (c) Meta Platforms, Inc. and affiliates.
* All rights reserved.
*
* Licensed under the Oculus SDK License Agreement (the "License");
* you may not use the Oculus SDK except in compliance with the License,
* which is provided at the time of installation or download, or which
* otherwise accompanies this software in either electronic or hard copy form.
*
* You may obtain a copy of the License at
*
* https://developer.oculus.com/licenses/oculussdk/
*
* Unless required by applicable law or agreed to in writing, the Oculus SDK
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
using Oculus.Interaction.Input;
using System.Collections.Generic;
using UnityEngine;
using Meta.XR.BuildingBlocks.Editor;
namespace Oculus.Interaction.Editor.BuildingBlocks
{
public class OVRSyntheticHandsBlockData : BlockData
{
public string _handsBlockId;
public string _uOIAssetsHandsBlockId;
public GameObject _leftHand;
public GameObject _rightHand;
protected override List<GameObject> InstallRoutine()
{
var syntheticHands = new List<GameObject>();
foreach (var hand in BlocksUtils.GetHands(_handsBlockId))
{
var syntheticHand = InstantiateHand(hand);
syntheticHands.Add(syntheticHand);
}
DisableUOIAssetsHandVisual();
return syntheticHands;
}
private GameObject InstantiateHand(Hand hand)
{
var handedness = hand.Handedness;
var prefab = handedness == Handedness.Left ? _leftHand : _rightHand;
var syntheticHand = Instantiate(prefab, hand.transform, false);
syntheticHand.GetComponent<SyntheticHand>().InjectModifyDataFromSource(hand);
syntheticHand.SetActive(true);
syntheticHand.name = $"[BB] Synthetic {handedness} Hand";
BlocksUtils.UpdateForAutoWiring(syntheticHand);
return syntheticHand;
}
private void DisableUOIAssetsHandVisual()
{
var handsBlocks = Meta.XR.BuildingBlocks.Editor.Utils.GetBlocks(_uOIAssetsHandsBlockId);
foreach (var hand in handsBlocks)
{
var skeletonRenderer = hand.GetComponent<OVRSkeletonRenderer>();
var meshRenderer = hand.GetComponent<OVRMeshRenderer>();
var skinnedMeshRenderer = hand.GetComponent<SkinnedMeshRenderer>();
if (skeletonRenderer && skeletonRenderer.enabled) skeletonRenderer.enabled = false;
if (meshRenderer && meshRenderer.enabled) meshRenderer.enabled = false;
if (skinnedMeshRenderer && skinnedMeshRenderer.enabled) skinnedMeshRenderer.enabled = false;
}
}
}
}
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