Worked on hand colliders. Left them not implemented yet. Fixed spray table teleport block.
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.gitignore
vendored
6
.gitignore
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@ -98,4 +98,8 @@ Recordings/
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# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
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# If the source bank files are kept outside of the StreamingAssets folder then these can be ignored.
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# Log files can be ignored.
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# Log files can be ignored.
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fmod_editor.log
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fmod_editor.log
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NetrworkManagerUI.prefab
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NetrworkManagerUI.prefab.meta
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CustomNetworkManager.prefab
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CustomNetworkManager.prefab.meta
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@ -1,6 +1,4 @@
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using System.Collections;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine;
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public class HandPresencePhysics : MonoBehaviour
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public class HandPresencePhysics : MonoBehaviour
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{
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{
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@ -11,18 +9,15 @@ public class HandPresencePhysics : MonoBehaviour
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{
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{
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rb = GetComponent<Rigidbody>();
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rb = GetComponent<Rigidbody>();
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}
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}
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// Update is called once per frame
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// Update is called once per frame
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//
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void FixedUpdate()
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void FixedUpdate()
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{
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{
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//position
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//position
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rb.velocity = (target.position - transform.position) / Time.fixedDeltaTime;
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rb.velocity = (target.position - transform.position) / Time.fixedDeltaTime;
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//rotation
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//rotation
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Quaternion rotationDifference = target.rotation * Quaternion.Inverse(transform.rotation);
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Quaternion rotationDifference = target.rotation * Quaternion.Inverse(transform.rotation);
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rotationDifference.ToAngleAxis(out float angleInDegree, out Vector3 rotationAxis);
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rotationDifference.ToAngleAxis(out float angleInDegree, out Vector3 rotationAxis);
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Vector3 rotationDifferenceInDegree = angleInDegree * rotationAxis; rb.angularVelocity = (rotationDifferenceInDegree * Mathf.Deg2Rad / Time.fixedDeltaTime);
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Vector3 rotationDifferenceInDegree = angleInDegree * rotationAxis;
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rb.angularVelocity = (rotationDifferenceInDegree * Mathf.Deg2Rad / Time.fixedDeltaTime);
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}
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}
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}
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}
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Reference in New Issue
Block a user