Initial Commit
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+37
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using UnityEngine;
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public class SelectivePassthroughExperience : MonoBehaviour
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{
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public GameObject leftMaskObject;
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public GameObject rightMaskObject;
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void Update()
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{
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Camera.main.depthTextureMode = DepthTextureMode.Depth;
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bool controllersActive = (OVRInput.GetActiveController() == OVRInput.Controller.LTouch ||
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OVRInput.GetActiveController() == OVRInput.Controller.RTouch ||
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OVRInput.GetActiveController() == OVRInput.Controller.Touch);
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leftMaskObject.SetActive(controllersActive);
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rightMaskObject.SetActive(controllersActive);
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// controller masks are giant circles attached to controllers
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if (controllersActive)
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{
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Vector3 Lpos = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch) +
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OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch) * Vector3.forward * 0.1f;
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Vector3 Rpos = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch) +
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OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch) * Vector3.forward * 0.1f;
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leftMaskObject.transform.position = Lpos;
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rightMaskObject.transform.position = Rpos;
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}
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// hand masks are an inflated hands shader, with alpha fading at wrists and edges
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else if (OVRInput.GetActiveController() == OVRInput.Controller.LHand ||
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OVRInput.GetActiveController() == OVRInput.Controller.RHand ||
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OVRInput.GetActiveController() == OVRInput.Controller.Hands)
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{
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}
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}
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}
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